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	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2242</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2242"/>
		<updated>2014-09-24T17:35:15Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadowOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFontPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;108&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShaderExclude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eShaderExcludeNothing): standard, exclude nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eShaderExcludeTextsAndCursor): exclude text on top, cursor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eShaderExcludeCursor): exclude cursor&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rotation for this object in radians (full rotation 2 pi, radian = degree * 180 / pi). The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Coordinates (on screen) which define the center for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
sets shader configuration id for an object and all of its animations, see shaderSetOptions command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2241</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2241"/>
		<updated>2014-09-24T17:31:31Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Object */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadowOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFontPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;108&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShaderExclude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rotation for this object in radians (full rotation 2 pi, radian = degree * 180 / pi). The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Coordinates (on screen) which define the center for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
sets shader configuration id for an object and all of its animations, see shaderSetOptions command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2240</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2240"/>
		<updated>2014-09-24T17:28:58Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Font */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadowOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFontPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;108&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShaderExclude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Rotation for this object in degrees?. The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines the center (from upper left corner of image) for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2239</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2239"/>
		<updated>2014-09-21T16:09:24Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Font */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontBorderSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Size of font border in unit?. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontShadowOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Font size in unit?. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontTrueTypeFontPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;108&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShaderExclude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Rotation for this object in degrees?. The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines the center (from upper left corner of image) for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2238</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2238"/>
		<updated>2014-09-21T15:34:55Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;108&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShaderExclude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Rotation for this object in degrees?. The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines the center (from upper left corner of image) for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2237</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2237"/>
		<updated>2014-09-21T15:20:20Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Object */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;107&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Rotation for this object in degrees?. The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines the center (from upper left corner of image) for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
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All particle emitters of this particle system.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
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ParticleActiveStages&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve0&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve1&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendMaxTile&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendSizeCurve&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendTilesControlPoints&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleCameraZPos&lt;br /&gt;
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t_float&lt;br /&gt;
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Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleCameraZoom&lt;br /&gt;
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t_float&lt;br /&gt;
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Focal width of &#039;camera&#039;.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints0&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints1&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints2&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints3&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
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t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
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t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
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t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2236</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2236"/>
		<updated>2014-09-21T15:04:56Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Object */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;107&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;28&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird ObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Rotation for this object in degrees?. The object image and all object animations will take the rotation into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectRotationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines the center (from upper left corner of image) for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO - Defines scaling factor for this object in percent. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectShaderSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2235</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2235"/>
		<updated>2014-09-21T14:51:54Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Object */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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FontAutoLineBreak&lt;br /&gt;
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t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;107&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
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GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
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t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
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Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Also detecting an object (ObjectPolygon) by the cursor will consider the offset.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2234</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2234"/>
		<updated>2014-09-21T14:20:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;107&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2233</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2233"/>
		<updated>2014-09-21T12:34:51Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;107&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObject): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObject): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObject): Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2232</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2232"/>
		<updated>2014-09-21T12:21:05Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;107&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if other actions than GameLeftHoldAction will be executed and if the character will be sent to the current position when the left button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNothing): no actions except GameLeftHoldAction will be executed. The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): all actions will be executed. Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObject): all actions will be executed. Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if other actions than GameMiddleClickAction will be executed and if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNothing): no actions except GameMiddleClickAction will be executed. The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): all actions will be executed. Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObject): all actions will be executed. Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if other actions than GameRightClickAction will be executed and if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMouseActionBehaviourDoNothing): no actions except GameRightClickAction will be executed. The character will not be send to the current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eMouseActionBehaviourSendCharacterToCursor): all actions will be executed. Character will be send to current position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMouseActionBehaviourSendCharacterToObject): all actions will be executed. Character will be send to current position if it is a scene object.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2231</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2231"/>
		<updated>2014-09-21T12:04:42Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;109&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMiddleClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelUpAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMouseWheelDownAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
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Particle&lt;br /&gt;
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ParticleActiveStages&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor0&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor1&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor2&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColor3&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve0&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve1&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve2&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendColorCurve3&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendMaxTile&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendSizeCurve&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendTilesControlPoints&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleBlendTilesCurve&lt;br /&gt;
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t_vfloat&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleCameraZPos&lt;br /&gt;
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t_float&lt;br /&gt;
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Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleCameraZoom&lt;br /&gt;
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t_float&lt;br /&gt;
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Focal width of &#039;camera&#039;.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints0&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints1&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints2&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleColorControlPoints3&lt;br /&gt;
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t_vint&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleEmitterSizeX&lt;br /&gt;
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t_int&lt;br /&gt;
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Width of particle emitter space.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleEmitterSizeY&lt;br /&gt;
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t_int&lt;br /&gt;
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Height of particle emitter space.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleEmitterSizeZ&lt;br /&gt;
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t_int&lt;br /&gt;
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Depth of particle emitter space.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleEmitterType&lt;br /&gt;
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t_int&lt;br /&gt;
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Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceBlend&lt;br /&gt;
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t_float&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceRotationX&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceRotationZ&lt;br /&gt;
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t_int&lt;br /&gt;
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-&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceStrength&lt;br /&gt;
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t_float&lt;br /&gt;
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Strength of force which affects all particles.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceType&lt;br /&gt;
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t_int&lt;br /&gt;
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Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceXPos&lt;br /&gt;
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t_float&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceYPos&lt;br /&gt;
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t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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ParticleForceZPos&lt;br /&gt;
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t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
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t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
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t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
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t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2230</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2230"/>
		<updated>2014-09-21T11:48:22Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Scene */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;106&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2229</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2229"/>
		<updated>2014-09-21T11:45:54Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;106&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavegameScreenshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2228</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2228"/>
		<updated>2014-09-21T11:43:21Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;105&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameShowBlackScreenAfterVideo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2227</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2227"/>
		<updated>2014-09-21T11:38:37Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2226</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2226"/>
		<updated>2014-09-21T11:36:30Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWalkSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2225</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2225"/>
		<updated>2014-09-21T11:28:11Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Stores all registered event handlers for a savegame (internal only).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2224</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2224"/>
		<updated>2014-09-21T11:24:23Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerSoundPanFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2223</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2223"/>
		<updated>2014-04-21T22:00:05Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;47&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActionDestPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2222</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2222"/>
		<updated>2014-03-26T08:14:37Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMaxTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomMinTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2221</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2221"/>
		<updated>2014-03-24T11:41:39Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;25&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2220</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2220"/>
		<updated>2014-03-22T11:26:10Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;25&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2219</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2219"/>
		<updated>2014-03-22T11:25:40Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;25&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2218</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2218"/>
		<updated>2014-03-22T11:25:11Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;25&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2217</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2217"/>
		<updated>2014-03-22T11:23:35Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;25&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitSlideWalkAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2216</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2216"/>
		<updated>2014-03-22T00:52:11Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2215</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2215"/>
		<updated>2014-03-22T00:46:49Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2214</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2214"/>
		<updated>2014-03-22T00:45:53Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2213</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2213"/>
		<updated>2014-03-22T00:45:17Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to the 3D model file used for the outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color used for the contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The width of contours of 3D models.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow&lt;br /&gt;
(2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2212</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2212"/>
		<updated>2014-03-14T18:41:24Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* getTextStr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Visionaire 3.0 comes with a Scripting language which is a combination of Lua (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convenient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...) which can be manipulated through the scripting language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Online documentation about scripting Language:&lt;br /&gt;
* Programming in Lua: http://www.lua.org/pil/index.html&lt;br /&gt;
* Reference Manual: http://www.lua.org/manual/5.1/&lt;br /&gt;
&lt;br /&gt;
== Visionaire Object Model ==&lt;br /&gt;
&lt;br /&gt;
All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in [[Data Structure 3.x|Visionaire Data Structure]].&lt;br /&gt;
&lt;br /&gt;
The field types of the data structure are mapped to Lua types in the following way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Lua Type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
userdata ([[#VisionaireObject|VisionaireObject]]) or string which describes the object path. See [[#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (array) with Visionaire Objects (userdata or string, see t_link above) entries, each entry referencing one Visionaire Object.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number (integer)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
boolean&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot; and &amp;quot;y&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entry &amp;quot;path&amp;quot; and optional entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;cutting&amp;quot; (t_rect) and &amp;quot;transparent&amp;quot; (t_point))&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (integer) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (float) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_point entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_rect entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vstring&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with string entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_path entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_sprite entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exported objects ==&lt;br /&gt;
&lt;br /&gt;
The following objects are exported to the Lua scripting environment:&lt;br /&gt;
* currentAction: a visionaire object which represents the action where the current script was called from.&lt;br /&gt;
* emptyObject: an empty visionaire object.&lt;br /&gt;
* game: the game object. This is the same as calling getObject(&amp;quot;Game&amp;quot;) but faster and easier to use.&lt;br /&gt;
&lt;br /&gt;
== Exported constants ==&lt;br /&gt;
&lt;br /&gt;
The following contants are exported to the Lua scripting environment:&lt;br /&gt;
* all fields which are used to reference attributes of visionaire objects. The fields are all listed in the [[Data Structure 3.x|Visionaire Data Structure]] documentation. To reference a field use a &#039;V&#039; and the field name. E.g. VDialogPartAvailable to reference the field DialogPartAvailable.&lt;br /&gt;
* all visionaire tables. These constants start with an &#039;e&#039; and then the plural table name. E.g. for the table Action the constant is eActions.&lt;br /&gt;
* DIVIDING_POINT: a table with entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039; which specifies a point which is used to separate multiple polygons. Usually a point list (t_vpoint field) can contain multiple polygons (e.g. ObjectPolygon which is used for the object boundaries). In this point list a point which is equal to DIVIDING_POINT marks the end of the current polygon.&lt;br /&gt;
* localAppDir: directory where the savegames (in the sub directory savegames), the messages.log file and possible dumps are written to. This directory is also used for the config.ini in case the project file is given as command line parameter for the player.&lt;br /&gt;
&lt;br /&gt;
== VisionaireObject ==&lt;br /&gt;
&lt;br /&gt;
Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the attributes of all objects.&lt;br /&gt;
&lt;br /&gt;
The following methods are supported on a VisionaireObject (in alphabetical order):&lt;br /&gt;
&lt;br /&gt;
=== clearLink ===&lt;br /&gt;
&lt;br /&gt;
Removes a link from the visionaire object. This is only a convenient method and has the same effect as calling setValue with emptyObject as value.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;clearLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link to be cleared. The field type must be t_link.&lt;br /&gt;
&lt;br /&gt;
=== getBool ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getBool(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a boolean value. The field type must be t_bool.&lt;br /&gt;
*Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 local allowSkipText = game:getBool(VGameAlwaysAllowSkipText)&lt;br /&gt;
&lt;br /&gt;
=== getFloat ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloat(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_float.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getFloats ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloats(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vfloat.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_float entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getId ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getId()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table with the fields &#039;&#039;&#039;tableId&#039;&#039;&#039; and &#039;&#039;&#039;id&#039;&#039;&#039; returning the table id and object id of the VisionaireObject.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 -- writes to the log file if the animation with the name &#039;animname&#039; (must be set before)&lt;br /&gt;
 -- is a character animation&lt;br /&gt;
 local anim = getObject(&amp;quot;Animations[&amp;quot; .. animname .. &amp;quot;]&amp;quot;)&lt;br /&gt;
 if anim:getParent():getId().tableId == eOutfits then&lt;br /&gt;
   print(&amp;quot;character animation&amp;quot;)&lt;br /&gt;
 else&lt;br /&gt;
   print(&amp;quot;no character animation&amp;quot;)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== getInt ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInt(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_int.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 local direction = getObject(&amp;quot;Characters[Mother]&amp;quot;):getInt(VCharacterDirection)&lt;br /&gt;
&lt;br /&gt;
=== getInts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_int entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getLink ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link. The field type must be t_link.&lt;br /&gt;
*Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The linked object or an empty object if no object is linked for this field.&lt;br /&gt;
&lt;br /&gt;
=== getLinks ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLinks(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link list. The field type must be t_links.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of VisionaireObject)&lt;br /&gt;
Table containing all linked visionaire objects.&lt;br /&gt;
&lt;br /&gt;
=== getName ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getName()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;string&lt;br /&gt;
The internal name of the visionaire object. This is the name which is used to access the object and also shown in the editor. This name is not shown to the user in the game - therefor always a language dependent text is used.&lt;br /&gt;
&lt;br /&gt;
=== getObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getObject(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;string&lt;br /&gt;
Path to a Visionaire Object. The path has to start with a dot &#039;.&#039; and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets (&#039;[&#039;,&#039;]&#039;). For t_link fields there are no brackets. The path is relative to this object. See [[Scripting#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
* Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The found visionaire object or an empty object if no object was found.&lt;br /&gt;
* Example:&lt;br /&gt;
 local scene = getObject(&amp;quot;Scenes[Bedroom]&amp;quot;)&lt;br /&gt;
 local deskCond = scene:getObject(&amp;quot;.SceneObjects[Desk].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== getParent ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getParent()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;VisionaireObject&lt;br /&gt;
The parent object for this object. An object has always a parent which contains it - only the game object has no parent.&lt;br /&gt;
&lt;br /&gt;
=== getPath ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPath(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path value. The field type must be t_path.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field. The path will be returned in unix format (&#039;/&#039; for directories) and relative to the .ved file.&lt;br /&gt;
&lt;br /&gt;
=== getPaths ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPaths(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path list. The field type must be t_vpath.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_path entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getPoint ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoint(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point value. The field type must be t_point.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getPoints ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoints(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point list. The field type must be t_vpoint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_point entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getRect ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRect(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle value. The field type must be t_rect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getRects ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRects(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle list. The field type must be t_vrect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of table with &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039; entries)&lt;br /&gt;
Table with t_rect entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getSprite ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite value. The field type must be t_sprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;path&#039;&#039;&#039;, &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;cutting&#039;&#039;&#039; (t_rect) and &#039;&#039;&#039;transparency&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getSprites ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getSprites(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite list. The field type must be t_vsprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_sprite entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a string value. The field type must be t_string.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTexts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTexts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_text entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTextStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTextStr(number, &amp;lt;languageId&amp;gt;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_link to Text.&lt;br /&gt;
;languageId (optional)&lt;br /&gt;
The text will be returned for the language with this id. If parameter is missing then the text will be returned in the currently active language.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Text string in given language.&lt;br /&gt;
* Example:&lt;br /&gt;
 local button = getObject(&amp;quot;Buttons[Talk]&amp;quot;)&lt;br /&gt;
 local langEn = getObject(&amp;quot;Languages[English]&amp;quot;)&lt;br /&gt;
 local langDe = getObject(&amp;quot;Languages[German]&amp;quot;)&lt;br /&gt;
 -- print name of talk command in current language&lt;br /&gt;
 print(button:getTextStr(VButtonName))&lt;br /&gt;
 -- print English name of talk command&lt;br /&gt;
 print(button:getTextStr(VButtonName, langEn:getId().id))&lt;br /&gt;
 -- print German name of talk command&lt;br /&gt;
 print(button:getTextStr(VButtonName, langDe:getId().id))&lt;br /&gt;
&lt;br /&gt;
=== isAnyObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isAnyObject()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set &amp;quot;[Any item]&amp;quot; for actions which should be executed in case an item was used.&lt;br /&gt;
&lt;br /&gt;
=== isEmpty ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isEmpty()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.&lt;br /&gt;
&lt;br /&gt;
=== setName ===&lt;br /&gt;
&lt;br /&gt;
Sets the internal name of the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setName(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;string&lt;br /&gt;
The new internal name.&lt;br /&gt;
&lt;br /&gt;
=== setValue ===&lt;br /&gt;
&lt;br /&gt;
Sets a field of the visionaire object. Note that only fields which are marked as &#039;Scriptable&#039; in the [[Data Structure 3.x|Visionaire Data Structure]] documentation should be modified. If the field is not marked as scriptable then changes to this field are often not recognized (or sometimes not immediately). Further changes to these fields will usually not be stored in savegames for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setValue(number, VARIANT, {flags=1, index = number})&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;number&lt;br /&gt;
Data field which will be set.&lt;br /&gt;
;VARIANT&lt;br /&gt;
Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must be a number (int). If the field type is t_rect then the value type must be a table with the entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;.&lt;br /&gt;
* Flags&lt;br /&gt;
;index&lt;br /&gt;
If specified then an existing list element at the given index will be modified. In this case the field type must be of a list-type (t_vint, t_links, ...).&lt;br /&gt;
&lt;br /&gt;
* Examples&lt;br /&gt;
 local tom = getObject(&amp;quot;Characters[Tom]&amp;quot;)&lt;br /&gt;
 -- set character &amp;quot;tom&amp;quot; to position 100,300&lt;br /&gt;
 tom:setValue(VCharacterPosition, {x=100,y=300})&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Conditions[TV is on]&amp;quot;)&lt;br /&gt;
 cond:setValue(VConditionValue, true)&lt;br /&gt;
&lt;br /&gt;
 -- let the &amp;quot;dog&amp;quot; follow the current character&lt;br /&gt;
 local dog = getObject(&amp;quot;Characters[dog]&amp;quot;)&lt;br /&gt;
 local currentCharacter = getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
 dog:setValue(VCharacterFollowCharacter, currentCharacter)&lt;br /&gt;
&lt;br /&gt;
== Accessing an object ==&lt;br /&gt;
&lt;br /&gt;
Use the [[GetObject|getObject]] command to access a visionaire object. Pass an object path to the command to get the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 local mother = getObject(&amp;quot;Characters[Mother]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Scenes[Forest].SceneObjects[Tree].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Whenever an object path is needed you can specify it the following way:&amp;lt;br&amp;gt;&lt;br /&gt;
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).&amp;lt;br&amp;gt;&lt;br /&gt;
2. if this table is not &amp;quot;Game&amp;quot; (this table has only one object) then you have to write the name of the object inside bracktes (&#039;[&#039; and &#039;]&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
3. either goto 7. or continue with 4.&amp;lt;br&amp;gt;&lt;br /&gt;
4. write a dot &#039;.&#039; and then a fieldname of this object (the field type must either be t_link or t_links).&amp;lt;br&amp;gt;&lt;br /&gt;
5. if the field type is t_links then goto 2., else goto 6.&amp;lt;br&amp;gt;&lt;br /&gt;
6. either goto 7. or goto 4. (access another link)&amp;lt;br&amp;gt;&lt;br /&gt;
7. done. A valid object is specified.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 Game.CharacterLinks[Tom]&lt;br /&gt;
&lt;br /&gt;
 Scenes[Room].SceneObjects[start].SceneConditions[game started?]&lt;br /&gt;
&lt;br /&gt;
 Characters[Tom].CharacterInterfaces[Tom-MI3]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:&amp;lt;br&amp;gt;&lt;br /&gt;
(table-id,object-id)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (0,6)&lt;br /&gt;
&lt;br /&gt;
Selects the object with id 6 from table 0 (characters).&lt;br /&gt;
&lt;br /&gt;
== Commands  ==&lt;br /&gt;
&lt;br /&gt;
* [[VisObjectCmds|Object access]]&lt;br /&gt;
&lt;br /&gt;
=== Commands for Visionaire Player only ===&lt;br /&gt;
&lt;br /&gt;
* [[VisPlayerCmds|Player commands]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2211</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2211"/>
		<updated>2014-03-14T10:29:06Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* getTextStr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Visionaire 3.0 comes with a Scripting language which is a combination of Lua (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convenient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...) which can be manipulated through the scripting language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Online documentation about scripting Language:&lt;br /&gt;
* Programming in Lua: http://www.lua.org/pil/index.html&lt;br /&gt;
* Reference Manual: http://www.lua.org/manual/5.1/&lt;br /&gt;
&lt;br /&gt;
== Visionaire Object Model ==&lt;br /&gt;
&lt;br /&gt;
All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in [[Data Structure 3.x|Visionaire Data Structure]].&lt;br /&gt;
&lt;br /&gt;
The field types of the data structure are mapped to Lua types in the following way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Lua Type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
userdata ([[#VisionaireObject|VisionaireObject]]) or string which describes the object path. See [[#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (array) with Visionaire Objects (userdata or string, see t_link above) entries, each entry referencing one Visionaire Object.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number (integer)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
boolean&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot; and &amp;quot;y&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entry &amp;quot;path&amp;quot; and optional entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;cutting&amp;quot; (t_rect) and &amp;quot;transparent&amp;quot; (t_point))&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (integer) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (float) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_point entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_rect entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vstring&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with string entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_path entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_sprite entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exported objects ==&lt;br /&gt;
&lt;br /&gt;
The following objects are exported to the Lua scripting environment:&lt;br /&gt;
* currentAction: a visionaire object which represents the action where the current script was called from.&lt;br /&gt;
* emptyObject: an empty visionaire object.&lt;br /&gt;
* game: the game object. This is the same as calling getObject(&amp;quot;Game&amp;quot;) but faster and easier to use.&lt;br /&gt;
&lt;br /&gt;
== Exported constants ==&lt;br /&gt;
&lt;br /&gt;
The following contants are exported to the Lua scripting environment:&lt;br /&gt;
* all fields which are used to reference attributes of visionaire objects. The fields are all listed in the [[Data Structure 3.x|Visionaire Data Structure]] documentation. To reference a field use a &#039;V&#039; and the field name. E.g. VDialogPartAvailable to reference the field DialogPartAvailable.&lt;br /&gt;
* all visionaire tables. These constants start with an &#039;e&#039; and then the plural table name. E.g. for the table Action the constant is eActions.&lt;br /&gt;
* DIVIDING_POINT: a table with entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039; which specifies a point which is used to separate multiple polygons. Usually a point list (t_vpoint field) can contain multiple polygons (e.g. ObjectPolygon which is used for the object boundaries). In this point list a point which is equal to DIVIDING_POINT marks the end of the current polygon.&lt;br /&gt;
* localAppDir: directory where the savegames (in the sub directory savegames), the messages.log file and possible dumps are written to. This directory is also used for the config.ini in case the project file is given as command line parameter for the player.&lt;br /&gt;
&lt;br /&gt;
== VisionaireObject ==&lt;br /&gt;
&lt;br /&gt;
Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the attributes of all objects.&lt;br /&gt;
&lt;br /&gt;
The following methods are supported on a VisionaireObject (in alphabetical order):&lt;br /&gt;
&lt;br /&gt;
=== clearLink ===&lt;br /&gt;
&lt;br /&gt;
Removes a link from the visionaire object. This is only a convenient method and has the same effect as calling setValue with emptyObject as value.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;clearLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link to be cleared. The field type must be t_link.&lt;br /&gt;
&lt;br /&gt;
=== getBool ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getBool(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a boolean value. The field type must be t_bool.&lt;br /&gt;
*Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 local allowSkipText = game:getBool(VGameAlwaysAllowSkipText)&lt;br /&gt;
&lt;br /&gt;
=== getFloat ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloat(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_float.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getFloats ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloats(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vfloat.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_float entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getId ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getId()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table with the fields &#039;&#039;&#039;tableId&#039;&#039;&#039; and &#039;&#039;&#039;id&#039;&#039;&#039; returning the table id and object id of the VisionaireObject.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 -- writes to the log file if the animation with the name &#039;animname&#039; (must be set before)&lt;br /&gt;
 -- is a character animation&lt;br /&gt;
 local anim = getObject(&amp;quot;Animations[&amp;quot; .. animname .. &amp;quot;]&amp;quot;)&lt;br /&gt;
 if anim:getParent():getId().tableId == eOutfits then&lt;br /&gt;
   print(&amp;quot;character animation&amp;quot;)&lt;br /&gt;
 else&lt;br /&gt;
   print(&amp;quot;no character animation&amp;quot;)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== getInt ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInt(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_int.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 local direction = getObject(&amp;quot;Characters[Mother]&amp;quot;):getInt(VCharacterDirection)&lt;br /&gt;
&lt;br /&gt;
=== getInts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_int entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getLink ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link. The field type must be t_link.&lt;br /&gt;
*Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The linked object or an empty object if no object is linked for this field.&lt;br /&gt;
&lt;br /&gt;
=== getLinks ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLinks(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link list. The field type must be t_links.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of VisionaireObject)&lt;br /&gt;
Table containing all linked visionaire objects.&lt;br /&gt;
&lt;br /&gt;
=== getName ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getName()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;string&lt;br /&gt;
The internal name of the visionaire object. This is the name which is used to access the object and also shown in the editor. This name is not shown to the user in the game - therefor always a language dependent text is used.&lt;br /&gt;
&lt;br /&gt;
=== getObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getObject(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;string&lt;br /&gt;
Path to a Visionaire Object. The path has to start with a dot &#039;.&#039; and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets (&#039;[&#039;,&#039;]&#039;). For t_link fields there are no brackets. The path is relative to this object. See [[Scripting#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
* Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The found visionaire object or an empty object if no object was found.&lt;br /&gt;
* Example:&lt;br /&gt;
 local scene = getObject(&amp;quot;Scenes[Bedroom]&amp;quot;)&lt;br /&gt;
 local deskCond = scene:getObject(&amp;quot;.SceneObjects[Desk].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== getParent ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getParent()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;VisionaireObject&lt;br /&gt;
The parent object for this object. An object has always a parent which contains it - only the game object has no parent.&lt;br /&gt;
&lt;br /&gt;
=== getPath ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPath(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path value. The field type must be t_path.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field. The path will be returned in unix format (&#039;/&#039; for directories) and relative to the .ved file.&lt;br /&gt;
&lt;br /&gt;
=== getPaths ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPaths(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path list. The field type must be t_vpath.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_path entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getPoint ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoint(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point value. The field type must be t_point.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getPoints ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoints(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point list. The field type must be t_vpoint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_point entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getRect ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRect(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle value. The field type must be t_rect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getRects ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRects(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle list. The field type must be t_vrect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of table with &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039; entries)&lt;br /&gt;
Table with t_rect entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getSprite ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite value. The field type must be t_sprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;path&#039;&#039;&#039;, &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;cutting&#039;&#039;&#039; (t_rect) and &#039;&#039;&#039;transparency&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getSprites ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getSprites(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite list. The field type must be t_vsprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_sprite entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a string value. The field type must be t_string.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTexts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTexts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_text entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTextStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTextStr(number, &amp;lt;languageId&amp;gt;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
;languageId (optional)&lt;br /&gt;
The text will be returned for the language with this id. If parameter is missing then the text will be returned in the currently active language.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Text string in given language.&lt;br /&gt;
* Example:&lt;br /&gt;
 local button = getObject(&amp;quot;Buttons[Talk]&amp;quot;)&lt;br /&gt;
 local langEn = getObject(&amp;quot;Languages[English]&amp;quot;)&lt;br /&gt;
 local langDe = getObject(&amp;quot;Languages[German]&amp;quot;)&lt;br /&gt;
 -- print name of talk command in current language&lt;br /&gt;
 print(button:getTextStr(VButtonName))&lt;br /&gt;
 -- print English name of talk command&lt;br /&gt;
 print(button:getTextStr(VButtonName, langEn:getId().id))&lt;br /&gt;
 -- print German name of talk command&lt;br /&gt;
 print(button:getTextStr(VButtonName, langDe:getId().id))&lt;br /&gt;
&lt;br /&gt;
=== isAnyObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isAnyObject()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set &amp;quot;[Any item]&amp;quot; for actions which should be executed in case an item was used.&lt;br /&gt;
&lt;br /&gt;
=== isEmpty ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isEmpty()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.&lt;br /&gt;
&lt;br /&gt;
=== setName ===&lt;br /&gt;
&lt;br /&gt;
Sets the internal name of the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setName(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;string&lt;br /&gt;
The new internal name.&lt;br /&gt;
&lt;br /&gt;
=== setValue ===&lt;br /&gt;
&lt;br /&gt;
Sets a field of the visionaire object. Note that only fields which are marked as &#039;Scriptable&#039; in the [[Data Structure 3.x|Visionaire Data Structure]] documentation should be modified. If the field is not marked as scriptable then changes to this field are often not recognized (or sometimes not immediately). Further changes to these fields will usually not be stored in savegames for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setValue(number, VARIANT, {flags=1, index = number})&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;number&lt;br /&gt;
Data field which will be set.&lt;br /&gt;
;VARIANT&lt;br /&gt;
Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must be a number (int). If the field type is t_rect then the value type must be a table with the entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;.&lt;br /&gt;
* Flags&lt;br /&gt;
;index&lt;br /&gt;
If specified then an existing list element at the given index will be modified. In this case the field type must be of a list-type (t_vint, t_links, ...).&lt;br /&gt;
&lt;br /&gt;
* Examples&lt;br /&gt;
 local tom = getObject(&amp;quot;Characters[Tom]&amp;quot;)&lt;br /&gt;
 -- set character &amp;quot;tom&amp;quot; to position 100,300&lt;br /&gt;
 tom:setValue(VCharacterPosition, {x=100,y=300})&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Conditions[TV is on]&amp;quot;)&lt;br /&gt;
 cond:setValue(VConditionValue, true)&lt;br /&gt;
&lt;br /&gt;
 -- let the &amp;quot;dog&amp;quot; follow the current character&lt;br /&gt;
 local dog = getObject(&amp;quot;Characters[dog]&amp;quot;)&lt;br /&gt;
 local currentCharacter = getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
 dog:setValue(VCharacterFollowCharacter, currentCharacter)&lt;br /&gt;
&lt;br /&gt;
== Accessing an object ==&lt;br /&gt;
&lt;br /&gt;
Use the [[GetObject|getObject]] command to access a visionaire object. Pass an object path to the command to get the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 local mother = getObject(&amp;quot;Characters[Mother]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Scenes[Forest].SceneObjects[Tree].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Whenever an object path is needed you can specify it the following way:&amp;lt;br&amp;gt;&lt;br /&gt;
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).&amp;lt;br&amp;gt;&lt;br /&gt;
2. if this table is not &amp;quot;Game&amp;quot; (this table has only one object) then you have to write the name of the object inside bracktes (&#039;[&#039; and &#039;]&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
3. either goto 7. or continue with 4.&amp;lt;br&amp;gt;&lt;br /&gt;
4. write a dot &#039;.&#039; and then a fieldname of this object (the field type must either be t_link or t_links).&amp;lt;br&amp;gt;&lt;br /&gt;
5. if the field type is t_links then goto 2., else goto 6.&amp;lt;br&amp;gt;&lt;br /&gt;
6. either goto 7. or goto 4. (access another link)&amp;lt;br&amp;gt;&lt;br /&gt;
7. done. A valid object is specified.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 Game.CharacterLinks[Tom]&lt;br /&gt;
&lt;br /&gt;
 Scenes[Room].SceneObjects[start].SceneConditions[game started?]&lt;br /&gt;
&lt;br /&gt;
 Characters[Tom].CharacterInterfaces[Tom-MI3]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:&amp;lt;br&amp;gt;&lt;br /&gt;
(table-id,object-id)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (0,6)&lt;br /&gt;
&lt;br /&gt;
Selects the object with id 6 from table 0 (characters).&lt;br /&gt;
&lt;br /&gt;
== Commands  ==&lt;br /&gt;
&lt;br /&gt;
* [[VisObjectCmds|Object access]]&lt;br /&gt;
&lt;br /&gt;
=== Commands for Visionaire Player only ===&lt;br /&gt;
&lt;br /&gt;
* [[VisPlayerCmds|Player commands]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2210</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2210"/>
		<updated>2014-03-14T10:25:38Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* getTexts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Visionaire 3.0 comes with a Scripting language which is a combination of Lua (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convenient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...) which can be manipulated through the scripting language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Online documentation about scripting Language:&lt;br /&gt;
* Programming in Lua: http://www.lua.org/pil/index.html&lt;br /&gt;
* Reference Manual: http://www.lua.org/manual/5.1/&lt;br /&gt;
&lt;br /&gt;
== Visionaire Object Model ==&lt;br /&gt;
&lt;br /&gt;
All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in [[Data Structure 3.x|Visionaire Data Structure]].&lt;br /&gt;
&lt;br /&gt;
The field types of the data structure are mapped to Lua types in the following way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Lua Type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
userdata ([[#VisionaireObject|VisionaireObject]]) or string which describes the object path. See [[#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (array) with Visionaire Objects (userdata or string, see t_link above) entries, each entry referencing one Visionaire Object.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number (integer)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
boolean&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot; and &amp;quot;y&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entry &amp;quot;path&amp;quot; and optional entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;cutting&amp;quot; (t_rect) and &amp;quot;transparent&amp;quot; (t_point))&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (integer) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (float) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_point entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_rect entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vstring&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with string entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_path entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_sprite entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exported objects ==&lt;br /&gt;
&lt;br /&gt;
The following objects are exported to the Lua scripting environment:&lt;br /&gt;
* currentAction: a visionaire object which represents the action where the current script was called from.&lt;br /&gt;
* emptyObject: an empty visionaire object.&lt;br /&gt;
* game: the game object. This is the same as calling getObject(&amp;quot;Game&amp;quot;) but faster and easier to use.&lt;br /&gt;
&lt;br /&gt;
== Exported constants ==&lt;br /&gt;
&lt;br /&gt;
The following contants are exported to the Lua scripting environment:&lt;br /&gt;
* all fields which are used to reference attributes of visionaire objects. The fields are all listed in the [[Data Structure 3.x|Visionaire Data Structure]] documentation. To reference a field use a &#039;V&#039; and the field name. E.g. VDialogPartAvailable to reference the field DialogPartAvailable.&lt;br /&gt;
* all visionaire tables. These constants start with an &#039;e&#039; and then the plural table name. E.g. for the table Action the constant is eActions.&lt;br /&gt;
* DIVIDING_POINT: a table with entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039; which specifies a point which is used to separate multiple polygons. Usually a point list (t_vpoint field) can contain multiple polygons (e.g. ObjectPolygon which is used for the object boundaries). In this point list a point which is equal to DIVIDING_POINT marks the end of the current polygon.&lt;br /&gt;
* localAppDir: directory where the savegames (in the sub directory savegames), the messages.log file and possible dumps are written to. This directory is also used for the config.ini in case the project file is given as command line parameter for the player.&lt;br /&gt;
&lt;br /&gt;
== VisionaireObject ==&lt;br /&gt;
&lt;br /&gt;
Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the attributes of all objects.&lt;br /&gt;
&lt;br /&gt;
The following methods are supported on a VisionaireObject (in alphabetical order):&lt;br /&gt;
&lt;br /&gt;
=== clearLink ===&lt;br /&gt;
&lt;br /&gt;
Removes a link from the visionaire object. This is only a convenient method and has the same effect as calling setValue with emptyObject as value.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;clearLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link to be cleared. The field type must be t_link.&lt;br /&gt;
&lt;br /&gt;
=== getBool ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getBool(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a boolean value. The field type must be t_bool.&lt;br /&gt;
*Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 local allowSkipText = game:getBool(VGameAlwaysAllowSkipText)&lt;br /&gt;
&lt;br /&gt;
=== getFloat ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloat(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_float.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getFloats ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloats(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vfloat.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_float entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getId ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getId()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table with the fields &#039;&#039;&#039;tableId&#039;&#039;&#039; and &#039;&#039;&#039;id&#039;&#039;&#039; returning the table id and object id of the VisionaireObject.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 -- writes to the log file if the animation with the name &#039;animname&#039; (must be set before)&lt;br /&gt;
 -- is a character animation&lt;br /&gt;
 local anim = getObject(&amp;quot;Animations[&amp;quot; .. animname .. &amp;quot;]&amp;quot;)&lt;br /&gt;
 if anim:getParent():getId().tableId == eOutfits then&lt;br /&gt;
   print(&amp;quot;character animation&amp;quot;)&lt;br /&gt;
 else&lt;br /&gt;
   print(&amp;quot;no character animation&amp;quot;)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== getInt ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInt(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_int.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 local direction = getObject(&amp;quot;Characters[Mother]&amp;quot;):getInt(VCharacterDirection)&lt;br /&gt;
&lt;br /&gt;
=== getInts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_int entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getLink ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link. The field type must be t_link.&lt;br /&gt;
*Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The linked object or an empty object if no object is linked for this field.&lt;br /&gt;
&lt;br /&gt;
=== getLinks ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLinks(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link list. The field type must be t_links.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of VisionaireObject)&lt;br /&gt;
Table containing all linked visionaire objects.&lt;br /&gt;
&lt;br /&gt;
=== getName ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getName()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;string&lt;br /&gt;
The internal name of the visionaire object. This is the name which is used to access the object and also shown in the editor. This name is not shown to the user in the game - therefor always a language dependent text is used.&lt;br /&gt;
&lt;br /&gt;
=== getObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getObject(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;string&lt;br /&gt;
Path to a Visionaire Object. The path has to start with a dot &#039;.&#039; and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets (&#039;[&#039;,&#039;]&#039;). For t_link fields there are no brackets. The path is relative to this object. See [[Scripting#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
* Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The found visionaire object or an empty object if no object was found.&lt;br /&gt;
* Example:&lt;br /&gt;
 local scene = getObject(&amp;quot;Scenes[Bedroom]&amp;quot;)&lt;br /&gt;
 local deskCond = scene:getObject(&amp;quot;.SceneObjects[Desk].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== getParent ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getParent()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;VisionaireObject&lt;br /&gt;
The parent object for this object. An object has always a parent which contains it - only the game object has no parent.&lt;br /&gt;
&lt;br /&gt;
=== getPath ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPath(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path value. The field type must be t_path.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field. The path will be returned in unix format (&#039;/&#039; for directories) and relative to the .ved file.&lt;br /&gt;
&lt;br /&gt;
=== getPaths ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPaths(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path list. The field type must be t_vpath.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_path entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getPoint ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoint(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point value. The field type must be t_point.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getPoints ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoints(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point list. The field type must be t_vpoint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_point entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getRect ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRect(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle value. The field type must be t_rect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getRects ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRects(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle list. The field type must be t_vrect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of table with &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039; entries)&lt;br /&gt;
Table with t_rect entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getSprite ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite value. The field type must be t_sprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;path&#039;&#039;&#039;, &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;cutting&#039;&#039;&#039; (t_rect) and &#039;&#039;&#039;transparency&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getSprites ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getSprites(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite list. The field type must be t_vsprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_sprite entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a string value. The field type must be t_string.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTexts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTexts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_text entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTextStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTextStr(number, &amp;lt;languageId&amp;gt;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
;languageId (optional)&lt;br /&gt;
The text will be returned for the language with this id. If parameter is missing then the text will be returned in the currently active language.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Text string in given language.&lt;br /&gt;
&lt;br /&gt;
=== isAnyObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isAnyObject()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set &amp;quot;[Any item]&amp;quot; for actions which should be executed in case an item was used.&lt;br /&gt;
&lt;br /&gt;
=== isEmpty ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isEmpty()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.&lt;br /&gt;
&lt;br /&gt;
=== setName ===&lt;br /&gt;
&lt;br /&gt;
Sets the internal name of the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setName(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;string&lt;br /&gt;
The new internal name.&lt;br /&gt;
&lt;br /&gt;
=== setValue ===&lt;br /&gt;
&lt;br /&gt;
Sets a field of the visionaire object. Note that only fields which are marked as &#039;Scriptable&#039; in the [[Data Structure 3.x|Visionaire Data Structure]] documentation should be modified. If the field is not marked as scriptable then changes to this field are often not recognized (or sometimes not immediately). Further changes to these fields will usually not be stored in savegames for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setValue(number, VARIANT, {flags=1, index = number})&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;number&lt;br /&gt;
Data field which will be set.&lt;br /&gt;
;VARIANT&lt;br /&gt;
Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must be a number (int). If the field type is t_rect then the value type must be a table with the entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;.&lt;br /&gt;
* Flags&lt;br /&gt;
;index&lt;br /&gt;
If specified then an existing list element at the given index will be modified. In this case the field type must be of a list-type (t_vint, t_links, ...).&lt;br /&gt;
&lt;br /&gt;
* Examples&lt;br /&gt;
 local tom = getObject(&amp;quot;Characters[Tom]&amp;quot;)&lt;br /&gt;
 -- set character &amp;quot;tom&amp;quot; to position 100,300&lt;br /&gt;
 tom:setValue(VCharacterPosition, {x=100,y=300})&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Conditions[TV is on]&amp;quot;)&lt;br /&gt;
 cond:setValue(VConditionValue, true)&lt;br /&gt;
&lt;br /&gt;
 -- let the &amp;quot;dog&amp;quot; follow the current character&lt;br /&gt;
 local dog = getObject(&amp;quot;Characters[dog]&amp;quot;)&lt;br /&gt;
 local currentCharacter = getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
 dog:setValue(VCharacterFollowCharacter, currentCharacter)&lt;br /&gt;
&lt;br /&gt;
== Accessing an object ==&lt;br /&gt;
&lt;br /&gt;
Use the [[GetObject|getObject]] command to access a visionaire object. Pass an object path to the command to get the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 local mother = getObject(&amp;quot;Characters[Mother]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Scenes[Forest].SceneObjects[Tree].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Whenever an object path is needed you can specify it the following way:&amp;lt;br&amp;gt;&lt;br /&gt;
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).&amp;lt;br&amp;gt;&lt;br /&gt;
2. if this table is not &amp;quot;Game&amp;quot; (this table has only one object) then you have to write the name of the object inside bracktes (&#039;[&#039; and &#039;]&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
3. either goto 7. or continue with 4.&amp;lt;br&amp;gt;&lt;br /&gt;
4. write a dot &#039;.&#039; and then a fieldname of this object (the field type must either be t_link or t_links).&amp;lt;br&amp;gt;&lt;br /&gt;
5. if the field type is t_links then goto 2., else goto 6.&amp;lt;br&amp;gt;&lt;br /&gt;
6. either goto 7. or goto 4. (access another link)&amp;lt;br&amp;gt;&lt;br /&gt;
7. done. A valid object is specified.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 Game.CharacterLinks[Tom]&lt;br /&gt;
&lt;br /&gt;
 Scenes[Room].SceneObjects[start].SceneConditions[game started?]&lt;br /&gt;
&lt;br /&gt;
 Characters[Tom].CharacterInterfaces[Tom-MI3]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:&amp;lt;br&amp;gt;&lt;br /&gt;
(table-id,object-id)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (0,6)&lt;br /&gt;
&lt;br /&gt;
Selects the object with id 6 from table 0 (characters).&lt;br /&gt;
&lt;br /&gt;
== Commands  ==&lt;br /&gt;
&lt;br /&gt;
* [[VisObjectCmds|Object access]]&lt;br /&gt;
&lt;br /&gt;
=== Commands for Visionaire Player only ===&lt;br /&gt;
&lt;br /&gt;
* [[VisPlayerCmds|Player commands]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2209</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=2209"/>
		<updated>2014-03-14T10:24:49Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Visionaire 3.0 comes with a Scripting language which is a combination of Lua (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convenient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...) which can be manipulated through the scripting language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Online documentation about scripting Language:&lt;br /&gt;
* Programming in Lua: http://www.lua.org/pil/index.html&lt;br /&gt;
* Reference Manual: http://www.lua.org/manual/5.1/&lt;br /&gt;
&lt;br /&gt;
== Visionaire Object Model ==&lt;br /&gt;
&lt;br /&gt;
All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in [[Data Structure 3.x|Visionaire Data Structure]].&lt;br /&gt;
&lt;br /&gt;
The field types of the data structure are mapped to Lua types in the following way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Lua Type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
userdata ([[#VisionaireObject|VisionaireObject]]) or string which describes the object path. See [[#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (array) with Visionaire Objects (userdata or string, see t_link above) entries, each entry referencing one Visionaire Object.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number (integer)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
boolean&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot; and &amp;quot;y&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with entry &amp;quot;path&amp;quot; and optional entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;cutting&amp;quot; (t_rect) and &amp;quot;transparent&amp;quot; (t_point))&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (integer) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (float) entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_point entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_rect entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vstring&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with string entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_path entries&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_sprite entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exported objects ==&lt;br /&gt;
&lt;br /&gt;
The following objects are exported to the Lua scripting environment:&lt;br /&gt;
* currentAction: a visionaire object which represents the action where the current script was called from.&lt;br /&gt;
* emptyObject: an empty visionaire object.&lt;br /&gt;
* game: the game object. This is the same as calling getObject(&amp;quot;Game&amp;quot;) but faster and easier to use.&lt;br /&gt;
&lt;br /&gt;
== Exported constants ==&lt;br /&gt;
&lt;br /&gt;
The following contants are exported to the Lua scripting environment:&lt;br /&gt;
* all fields which are used to reference attributes of visionaire objects. The fields are all listed in the [[Data Structure 3.x|Visionaire Data Structure]] documentation. To reference a field use a &#039;V&#039; and the field name. E.g. VDialogPartAvailable to reference the field DialogPartAvailable.&lt;br /&gt;
* all visionaire tables. These constants start with an &#039;e&#039; and then the plural table name. E.g. for the table Action the constant is eActions.&lt;br /&gt;
* DIVIDING_POINT: a table with entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039; which specifies a point which is used to separate multiple polygons. Usually a point list (t_vpoint field) can contain multiple polygons (e.g. ObjectPolygon which is used for the object boundaries). In this point list a point which is equal to DIVIDING_POINT marks the end of the current polygon.&lt;br /&gt;
* localAppDir: directory where the savegames (in the sub directory savegames), the messages.log file and possible dumps are written to. This directory is also used for the config.ini in case the project file is given as command line parameter for the player.&lt;br /&gt;
&lt;br /&gt;
== VisionaireObject ==&lt;br /&gt;
&lt;br /&gt;
Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the attributes of all objects.&lt;br /&gt;
&lt;br /&gt;
The following methods are supported on a VisionaireObject (in alphabetical order):&lt;br /&gt;
&lt;br /&gt;
=== clearLink ===&lt;br /&gt;
&lt;br /&gt;
Removes a link from the visionaire object. This is only a convenient method and has the same effect as calling setValue with emptyObject as value.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;clearLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link to be cleared. The field type must be t_link.&lt;br /&gt;
&lt;br /&gt;
=== getBool ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getBool(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a boolean value. The field type must be t_bool.&lt;br /&gt;
*Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 local allowSkipText = game:getBool(VGameAlwaysAllowSkipText)&lt;br /&gt;
&lt;br /&gt;
=== getFloat ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloat(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_float.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getFloats ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getFloats(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vfloat.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_float entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getId ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getId()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table with the fields &#039;&#039;&#039;tableId&#039;&#039;&#039; and &#039;&#039;&#039;id&#039;&#039;&#039; returning the table id and object id of the VisionaireObject.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 -- writes to the log file if the animation with the name &#039;animname&#039; (must be set before)&lt;br /&gt;
 -- is a character animation&lt;br /&gt;
 local anim = getObject(&amp;quot;Animations[&amp;quot; .. animname .. &amp;quot;]&amp;quot;)&lt;br /&gt;
 if anim:getParent():getId().tableId == eOutfits then&lt;br /&gt;
   print(&amp;quot;character animation&amp;quot;)&lt;br /&gt;
 else&lt;br /&gt;
   print(&amp;quot;no character animation&amp;quot;)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== getInt ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInt(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number value. The field type must be t_int.&lt;br /&gt;
*Return Values&lt;br /&gt;
;number&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 local direction = getObject(&amp;quot;Characters[Mother]&amp;quot;):getInt(VCharacterDirection)&lt;br /&gt;
&lt;br /&gt;
=== getInts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getInts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a number list. The field type must be t_vint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_int entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getLink ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLink(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link. The field type must be t_link.&lt;br /&gt;
*Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The linked object or an empty object if no object is linked for this field.&lt;br /&gt;
&lt;br /&gt;
=== getLinks ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getLinks(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a link list. The field type must be t_links.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of VisionaireObject)&lt;br /&gt;
Table containing all linked visionaire objects.&lt;br /&gt;
&lt;br /&gt;
=== getName ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getName()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;string&lt;br /&gt;
The internal name of the visionaire object. This is the name which is used to access the object and also shown in the editor. This name is not shown to the user in the game - therefor always a language dependent text is used.&lt;br /&gt;
&lt;br /&gt;
=== getObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getObject(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;string&lt;br /&gt;
Path to a Visionaire Object. The path has to start with a dot &#039;.&#039; and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets (&#039;[&#039;,&#039;]&#039;). For t_link fields there are no brackets. The path is relative to this object. See [[Scripting#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
* Return Values&lt;br /&gt;
;userdata (VisionaireObject)&lt;br /&gt;
The found visionaire object or an empty object if no object was found.&lt;br /&gt;
* Example:&lt;br /&gt;
 local scene = getObject(&amp;quot;Scenes[Bedroom]&amp;quot;)&lt;br /&gt;
 local deskCond = scene:getObject(&amp;quot;.SceneObjects[Desk].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== getParent ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getParent()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;VisionaireObject&lt;br /&gt;
The parent object for this object. An object has always a parent which contains it - only the game object has no parent.&lt;br /&gt;
&lt;br /&gt;
=== getPath ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPath(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path value. The field type must be t_path.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field. The path will be returned in unix format (&#039;/&#039; for directories) and relative to the .ved file.&lt;br /&gt;
&lt;br /&gt;
=== getPaths ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPaths(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a path list. The field type must be t_vpath.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_path entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getPoint ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoint(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point value. The field type must be t_point.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;y&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getPoints ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getPoints(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a point list. The field type must be t_vpoint.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_point entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getRect ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRect(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle value. The field type must be t_rect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getRects ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getRects(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a rectangle list. The field type must be t_vrect.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table (list of table with &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039; and &#039;&#039;&#039;height&#039;&#039;&#039; entries)&lt;br /&gt;
Table with t_rect entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getSprite ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite value. The field type must be t_sprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
A table representing the value of the specified field. The table contains the entries &#039;&#039;&#039;path&#039;&#039;&#039;, &#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;cutting&#039;&#039;&#039; (t_rect) and &#039;&#039;&#039;transparency&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== getSprites ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getSprites(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a sprite list. The field type must be t_vsprite.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
Table with t_sprite entries representing the specified field.&lt;br /&gt;
&lt;br /&gt;
=== getStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getStr(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a string value. The field type must be t_string.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Current value of specified field.&lt;br /&gt;
&lt;br /&gt;
=== getTexts ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTexts(number)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
*Return Values&lt;br /&gt;
;table&lt;br /&gt;
List of text language (t_text type) table entries.&lt;br /&gt;
&lt;br /&gt;
=== getTextStr ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getTextStr(number, &amp;lt;languageId&amp;gt;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;number&lt;br /&gt;
The field which specifies a text languages value. The field type must be t_vtext.&lt;br /&gt;
;languageId (optional)&lt;br /&gt;
The text will be returned for the language with this id. If parameter is missing then the text will be returned in the currently active language.&lt;br /&gt;
*Return Values&lt;br /&gt;
;string&lt;br /&gt;
Text string in given language.&lt;br /&gt;
&lt;br /&gt;
=== isAnyObject ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isAnyObject()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set &amp;quot;[Any item]&amp;quot; for actions which should be executed in case an item was used.&lt;br /&gt;
&lt;br /&gt;
=== isEmpty ===&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;isEmpty()&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Return Values&lt;br /&gt;
;boolean&lt;br /&gt;
true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.&lt;br /&gt;
&lt;br /&gt;
=== setName ===&lt;br /&gt;
&lt;br /&gt;
Sets the internal name of the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setName(string)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Arguments&lt;br /&gt;
;string&lt;br /&gt;
The new internal name.&lt;br /&gt;
&lt;br /&gt;
=== setValue ===&lt;br /&gt;
&lt;br /&gt;
Sets a field of the visionaire object. Note that only fields which are marked as &#039;Scriptable&#039; in the [[Data Structure 3.x|Visionaire Data Structure]] documentation should be modified. If the field is not marked as scriptable then changes to this field are often not recognized (or sometimes not immediately). Further changes to these fields will usually not be stored in savegames for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setValue(number, VARIANT, {flags=1, index = number})&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Arguments&lt;br /&gt;
;number&lt;br /&gt;
Data field which will be set.&lt;br /&gt;
;VARIANT&lt;br /&gt;
Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must be a number (int). If the field type is t_rect then the value type must be a table with the entries &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;.&lt;br /&gt;
* Flags&lt;br /&gt;
;index&lt;br /&gt;
If specified then an existing list element at the given index will be modified. In this case the field type must be of a list-type (t_vint, t_links, ...).&lt;br /&gt;
&lt;br /&gt;
* Examples&lt;br /&gt;
 local tom = getObject(&amp;quot;Characters[Tom]&amp;quot;)&lt;br /&gt;
 -- set character &amp;quot;tom&amp;quot; to position 100,300&lt;br /&gt;
 tom:setValue(VCharacterPosition, {x=100,y=300})&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Conditions[TV is on]&amp;quot;)&lt;br /&gt;
 cond:setValue(VConditionValue, true)&lt;br /&gt;
&lt;br /&gt;
 -- let the &amp;quot;dog&amp;quot; follow the current character&lt;br /&gt;
 local dog = getObject(&amp;quot;Characters[dog]&amp;quot;)&lt;br /&gt;
 local currentCharacter = getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
 dog:setValue(VCharacterFollowCharacter, currentCharacter)&lt;br /&gt;
&lt;br /&gt;
== Accessing an object ==&lt;br /&gt;
&lt;br /&gt;
Use the [[GetObject|getObject]] command to access a visionaire object. Pass an object path to the command to get the visionaire object.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 local mother = getObject(&amp;quot;Characters[Mother]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 local cond = getObject(&amp;quot;Scenes[Forest].SceneObjects[Tree].ObjectCondition&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Whenever an object path is needed you can specify it the following way:&amp;lt;br&amp;gt;&lt;br /&gt;
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).&amp;lt;br&amp;gt;&lt;br /&gt;
2. if this table is not &amp;quot;Game&amp;quot; (this table has only one object) then you have to write the name of the object inside bracktes (&#039;[&#039; and &#039;]&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
3. either goto 7. or continue with 4.&amp;lt;br&amp;gt;&lt;br /&gt;
4. write a dot &#039;.&#039; and then a fieldname of this object (the field type must either be t_link or t_links).&amp;lt;br&amp;gt;&lt;br /&gt;
5. if the field type is t_links then goto 2., else goto 6.&amp;lt;br&amp;gt;&lt;br /&gt;
6. either goto 7. or goto 4. (access another link)&amp;lt;br&amp;gt;&lt;br /&gt;
7. done. A valid object is specified.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 Game.CharacterLinks[Tom]&lt;br /&gt;
&lt;br /&gt;
 Scenes[Room].SceneObjects[start].SceneConditions[game started?]&lt;br /&gt;
&lt;br /&gt;
 Characters[Tom].CharacterInterfaces[Tom-MI3]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:&amp;lt;br&amp;gt;&lt;br /&gt;
(table-id,object-id)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (0,6)&lt;br /&gt;
&lt;br /&gt;
Selects the object with id 6 from table 0 (characters).&lt;br /&gt;
&lt;br /&gt;
== Commands  ==&lt;br /&gt;
&lt;br /&gt;
* [[VisObjectCmds|Object access]]&lt;br /&gt;
&lt;br /&gt;
=== Commands for Visionaire Player only ===&lt;br /&gt;
&lt;br /&gt;
* [[VisPlayerCmds|Player commands]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2208</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2208"/>
		<updated>2014-03-14T10:12:51Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2207</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2207"/>
		<updated>2014-03-14T10:12:15Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTextLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vtext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2206</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2206"/>
		<updated>2014-03-06T17:27:08Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eNoAnim): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eWalkAnim): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eTalkAnim): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandingAnim): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eCharacterAnim): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eRandomAnim): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2205</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2205"/>
		<updated>2014-03-06T17:26:01Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
eNoAnim (0): No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
eWalkAnim (1): walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
eTalkAnim (2): Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
eStandingAnim (3): Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
eCharacterAnim (4): Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
eRandomAnim (5): Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2204</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2204"/>
		<updated>2013-11-22T00:06:04Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;104&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRegisteredEventHandlers (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All registered event handlers.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2203</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2203"/>
		<updated>2013-08-22T10:26:33Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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GameFirstScene&lt;br /&gt;
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t_link to [[#Scene|Scene]]&lt;br /&gt;
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The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameFontLinks&lt;br /&gt;
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t_links to [[#Font|Font]] (parent)&lt;br /&gt;
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All fonts of the game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameFullScreenIntro&lt;br /&gt;
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t_bool&lt;br /&gt;
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True if the intro movie is scaled to fullscreen.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameGameComposedFile&lt;br /&gt;
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t_path&lt;br /&gt;
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Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameGameComposedFiles&lt;br /&gt;
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t_int&lt;br /&gt;
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The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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GameGameName&lt;br /&gt;
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t_string&lt;br /&gt;
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The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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GameHiddenDialog&lt;br /&gt;
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t_link to [[#Dialog|Dialog]]&lt;br /&gt;
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If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
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GameHoldTime&lt;br /&gt;
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t_int&lt;br /&gt;
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Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
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Yes&lt;br /&gt;
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V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
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GameHorizontalScrollDistance&lt;br /&gt;
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t_int&lt;br /&gt;
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If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
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Yes&lt;br /&gt;
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S&lt;br /&gt;
|-&lt;br /&gt;
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GameId&lt;br /&gt;
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t_string&lt;br /&gt;
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Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameInterfaces&lt;br /&gt;
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t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
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All interfaces of the game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameInterfaceClasses&lt;br /&gt;
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t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
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All interface classes of the game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameInterfaceComposedFile&lt;br /&gt;
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t_path&lt;br /&gt;
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Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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GameInterfaceComposedFiles&lt;br /&gt;
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t_int&lt;br /&gt;
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The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
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GameIntro&lt;br /&gt;
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t_path&lt;br /&gt;
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Intro movie which will be played at the beginning of the game.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
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GameItems&lt;br /&gt;
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t_links to [[#Object|Object]] (parent)&lt;br /&gt;
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All items of the game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameLanguages&lt;br /&gt;
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t_links to [[#Language|Language]] (parent)&lt;br /&gt;
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All languages of the game.&lt;br /&gt;
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-&lt;br /&gt;
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V&lt;br /&gt;
|-&lt;br /&gt;
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GameLeftClickAction&lt;br /&gt;
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t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
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t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
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t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
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-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2202</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2202"/>
		<updated>2013-08-22T10:26:08Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Outfit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2201</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2201"/>
		<updated>2013-08-22T10:23:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;103&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeechLanguage (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter (v4.0)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2200</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2200"/>
		<updated>2013-08-22T10:17:12Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;102&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextureFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2199</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2199"/>
		<updated>2013-04-18T12:11:40Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationStartedByUser&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimIndex (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationModelAnimSpeed (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;46&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current size of character in % (&#039;100&#039; = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
- (read only)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartLinkedAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;101&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCompanyName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursorVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadPicThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePreloadedPicBufferSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVideosEncrypted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfacePosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of upper left corner of interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;26&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
OutfitAmbientLightColor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraAngle (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCameraHeight (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosX (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosY (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitLightPosZ (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModel (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelAmbientOcclusion (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineColor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelOutlineWidth (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelScaleFactor (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadow (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowTranslucency (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShadowVisibility (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowOutline (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelShowShadow (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelTextures (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelToonNuances (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitModelUseToonShading (3.7)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitUseLight (3.6)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TODO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterSizeZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePosY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2198</id>
		<title>Actionparts Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2198"/>
		<updated>2013-04-02T13:26:31Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All available actionparts are listed here. Each actionpart is stored as one object in the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x#ActionPart ActionPart] table of the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x Visionaire Data Structure]. The &#039;constant number&#039; is the number which is stored in the field ActionPartCommand and defines the actionpart. Each actionpart can have a maximum of two links, three numbers and one file path. This document shows which fields are used for which actionpart. If there is a link to a scene or a character (in ActionPartLink or ActionPartAltLink) and the link is empty then the current scene/character is used.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Constant number/name&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartPath&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt2&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartString&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;5&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Else ELSE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;6&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#End_if ENDIF]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;10&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_scene CHANGE_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
direction (degrees) the character is looking on the new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character is looking in opposite direction of object&lt;br /&gt;
|-&lt;br /&gt;
| &#039;12&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character CHANGE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;1&#039;: fade into new scene, &#039;0&#039; no fade effect (if character is on another scene)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;13&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_dialog START_DIALOG]&lt;br /&gt;
| dialog&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;14&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_current_dialog STOP_DIALOG]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;16&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_current_action EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;19&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_animation SHOW_HIDE_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide animation&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: play animation in reverse direction&amp;lt;br&amp;gt;&lt;br /&gt;
else play in normal direction&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until animation is finished before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;22&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_animation_is_finished WAITON_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;23&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Display_text SHOW_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;24&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_sound PLAY_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;30&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Pause MAKE_PAUSE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| delay (msec)&lt;br /&gt;
| unit:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: milliseconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: seconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: minutes&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;31&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_object CHARACTER_GOTO]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches object before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;32&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_character_stops WAITON_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;45&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_command SET_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;46&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_scene SHOW_SCENE]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;47&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_position CHARACTER_GOTO_XY]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches position before processing next action part.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;48&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_object SCROLL_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;49&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_position SCROLL_SCENE_XY]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;50&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_an_object SET_CHARACTER_TO_OBJECT]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees) the character is looking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character looks in direction of object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;51&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_outfit_of_a_character CHANGE_OUTFIT]&lt;br /&gt;
| outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: unload animations of old outfit&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not unload animations of old outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;52&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_comment-set_of_a_character CHANGE_COMMENTSET]&lt;br /&gt;
| commentset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;53&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_language CHANGE_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;54&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person SHOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;55&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_game QUIT_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is shown/hidden (only used if ActionPartLink is not set)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;58&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Align_character ALIGN_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;59&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_background_music SET_MUSIC]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| music file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;60&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Center_scene_on_character_permanently SET_SCROLLCHARCTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: center character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not center character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;66&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_video PLAY_VIDEO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| movie file&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: play movie centered&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: scale movie to fullscreen&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: all sounds are paused and only continued after the action which started the video is interupted (finished or paused, etc.) -&amp;gt; if a new scene is shown immediately after the video the active sounds started before the video are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: pause all active sounds and continue them after video&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: stop all active sounds&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;69&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_value_then IF_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: ==&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: !=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: &amp;lt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: &amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: &amp;gt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: &amp;gt;&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;70&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_value SET_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: *=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: /=&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;71&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_speaker_text SHOW_TEXT_XY]&lt;br /&gt;
| text&lt;br /&gt;
| font&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;72&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_and_loop_sound_infinitely PLAY_LOOPED_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;73&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_currently_playing_sound STOP_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;77&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_settings_of_a_currently_playing_sound CHANGE_SOUND_SETTINGS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;78&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Jump_to_action_part GOTO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: jump relative&amp;lt;br&amp;gt;&lt;br /&gt;
else jump absolute&lt;br /&gt;
| jump to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;79&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_current_character_then IF_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;80&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Remove_all_items_from_inventory REMOVE_ALL_ITEMS_FROM_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;81&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Transfer_all_items_to_other_character GIVE_ALL_ITEMS_TO]&lt;br /&gt;
| character (from)&lt;br /&gt;
| character (to)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;82&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_speed SET_CHARACTERSPEED]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;83&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_random_value SET_RANDOM_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| from&lt;br /&gt;
| to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;84&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_on_scene_then IF_CHARACTER_ON_SCENE]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;85&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Chase_character FOLLOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: chase current character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: current character is chasing&lt;br /&gt;
| reach distance&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;86&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_chase STOP_FOLLOW]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;87&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_character STOP_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;88&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_walking_sound CHANGE_WALKINGSOUND]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;89&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_font_of_a_character CHANGE_FONT]&lt;br /&gt;
| font&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| interface to replace&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is replaced (only used if ActionPartAltLink is not set)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;92&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_language_is_current_language_then IF_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;94&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_cursor SET_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;95&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_command_is_current_command_then IF_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;98&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person HIDE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: show&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;99&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Save_object SAVE_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;100&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_command_on_saved_object EXEC_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;103&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_current_object..._then IF_CURRENT_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: not exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: scene object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;105&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_active.2Finactive_sprite SET_ACTIVE_SPRITE]&lt;br /&gt;
| button&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: inactive sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: active sprite&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;106&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Clear_saved_object CLEAR_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;107&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Skip_current_text SKIP_CURRENT_TEXT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;110&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_fade_effect_to_new_scene SET_FADE_EFFECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: no effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: fade in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: fade out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: fade in/out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: fade to new&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: shift left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: shift right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: tunnel effect&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;111&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_object_visibility FADE_OBJECT]&lt;br /&gt;
| object&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character (only used if ActionPartLink is not set)&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;114&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_light_map SET_LIGHTMAP]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| image file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;115&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_brightness SET_BRIGHTNESS]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| brightness: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;116&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_visibility FADE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;117&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_item SET_PICKUP_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: picked up item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: item for combined command&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;121&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Delete_savegame.2Fautosave DELETE_SAVEGAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: delete savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: delete autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 1)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;123&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_Savegame.2FAutosave_exists_then IF_SAVEGAME_EXISTS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&#039;0&#039;: test selected savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: test any savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: test autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 2)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;124&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_animation_index SET_CHARACTERANIM_INDEX]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| index&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;125&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished WAITON_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;126&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_HORIZONTAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| left border&lt;br /&gt;
| right border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;127&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_VERTICAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| upper border&lt;br /&gt;
| lower border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;130&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Keep_scene_in_memory KEEP_SCENE_IN_MEM]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: keep scene objects and characters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: keep scene objects&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: keep characters&lt;br /&gt;
| max. number of scene changes to keep sprites&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;131&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_and_speech_output SET_TEXT_OUTPUT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: text and speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: only speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: only text output&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;132&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_position SET_CHARACTER_TO_POSITION]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;133&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_way_system CHANGE_WAYSYSTEM]&lt;br /&gt;
| way system&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;134&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_first_animation_frame SET_FIRST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| first animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;135&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_last_animation_frame SET_LAST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| last animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;136&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_speed SET_TEXT_SPEED]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed in %&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;137&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_script CALL_SCRIPT]&lt;br /&gt;
| script&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| function name to call&lt;br /&gt;
|-&lt;br /&gt;
| &#039;138&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_script EXECUTE_SCRIPT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| script content&lt;br /&gt;
|-&lt;br /&gt;
| &#039;139&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_condition SET_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;140&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_condition IF_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;141&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_cursor SHOW_HIDE_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;142&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_interfaces SHOW_HIDE_INTERFACES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;143&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_stop_earthquake START_STOP_EARTHQUAKE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| force (in pixel)&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;144&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Begin_end_cutscene BEGIN_END_CUTSCENE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;145&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_bookmark LOAD_SAVE_BOOKMARK]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load bookmark&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save bookmark&lt;br /&gt;
| number of savegame: &#039;0&#039; - &#039;99&#039;&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;146&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_game LOAD_SAVE_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load game&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save game&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;147&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_general_volume SET_VOLUME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: music volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: speech volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;3&#039;: movie volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;4&#039;: global volume&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;148&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_exit_action CALL_EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: call action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: exit action&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;149&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_animation PRELOAD_UNLOAD_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;150&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Add_remove_item ADD_REMOVE_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: add item&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: remove item&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: do not scroll items&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: scroll items so that added item is visible (i.e. scroll to end of items because added item is at the end of item list)&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;151&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_next_previous_savegames SCROLL_SAVEGAMES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: next savegames&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: previous savegames&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;152&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_animation_position SET_ANIMATION_POSITION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;153&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_snoop_animations SHOW_HIDE_SNOOP_ANIMATIONS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;154&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_unload_character PRELOAD_UNLOAD_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload character&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;155&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_object_text SHOW_OBJECT_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: align text left&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: align text centered&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: align text right&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;156&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Hide_object_text HIDE_OBJECT_TEXT]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2197</id>
		<title>Actionparts Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2197"/>
		<updated>2013-04-02T13:25:59Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All available actionparts are listed here. Each actionpart is stored as one object in the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x#ActionPart ActionPart] table of the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x Visionaire Data Structure]. The &#039;constant number&#039; is the number which is stored in the field ActionPartCommand and defines the actionpart. Each actionpart can have a maximum of two links, three numbers and one file path. This document shows which fields are used for which actionpart. If there is a link to a scene or a character (in ActionPartLink or ActionPartAltLink) and the link is empty then the current scene/character is used.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Constant number/name&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartPath&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt2&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartString&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;5&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Else ELSE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;6&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#End_if ENDIF]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;10&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_scene CHANGE_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
direction (degrees) the character is looking on the new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character is looking in opposite direction of object&lt;br /&gt;
|-&lt;br /&gt;
| &#039;12&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character CHANGE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;1&#039;: fade into new scene, &#039;0&#039; no fade effect (if character is on another scene)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;13&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_dialog START_DIALOG]&lt;br /&gt;
| dialog&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;14&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_current_dialog STOP_DIALOG]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;16&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_current_action EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;19&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_animation SHOW_HIDE_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide animation&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: play animation in reverse direction&amp;lt;br&amp;gt;&lt;br /&gt;
else play in normal direction&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until animation is finished before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;22&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_animation_is_finished WAITON_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;23&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Display_text SHOW_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;24&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_sound PLAY_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;30&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Pause MAKE_PAUSE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| delay (msec)&lt;br /&gt;
| unit:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: milliseconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: seconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: minutes&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;31&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_object CHARACTER_GOTO]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches object before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;32&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_character_stops WAITON_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;45&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_command SET_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;46&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_scene SHOW_SCENE]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;47&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_position CHARACTER_GOTO_XY]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches position before processing next action part.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;48&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_object SCROLL_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;49&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_position SCROLL_SCENE_XY]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;50&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_an_object SET_CHARACTER_TO_OBJECT]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees) the character is looking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character looks in direction of object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;51&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_outfit_of_a_character CHANGE_OUTFIT]&lt;br /&gt;
| outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: unload animations of old outfit&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not unload animations of old outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;52&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_comment-set_of_a_character CHANGE_COMMENTSET]&lt;br /&gt;
| commentset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;53&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_language CHANGE_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;54&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person SHOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;55&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_game QUIT_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is shown/hidden (only used if ActionPartLink is not set)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;58&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Align_character ALIGN_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;59&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_background_music SET_MUSIC]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| music file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;60&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Center_scene_on_character_permanently SET_SCROLLCHARCTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: center character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not center character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;66&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_video PLAY_VIDEO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| movie file&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: play movie centered&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: scale movie to fullscreen&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: all sounds are paused and only continued after the action which started the video is interupted (finished or paused, etc.) -&amp;gt; if a new scene is shown immediately after the video the active sounds started before the video are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: pause all active sounds and continue them after video&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: stop all active sounds&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;69&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_value_then IF_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: ==&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: !=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: &amp;lt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: &amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: &amp;gt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: &amp;gt;&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;70&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_value SET_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: *=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: /=&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;71&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_speaker_text SHOW_TEXT_XY]&lt;br /&gt;
| text&lt;br /&gt;
| font&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;72&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_and_loop_sound_infinitely PLAY_LOOPED_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;73&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_currently_playing_sound STOP_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;77&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_settings_of_a_currently_playing_sound CHANGE_SOUND_SETTINGS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;78&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Jump_to_action_part GOTO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: jump relative&amp;lt;br&amp;gt;&lt;br /&gt;
else jump absolute&lt;br /&gt;
| jump to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;79&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_current_character_then IF_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;80&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Remove_all_items_from_inventory REMOVE_ALL_ITEMS_FROM_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;81&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Transfer_all_items_to_other_character GIVE_ALL_ITEMS_TO]&lt;br /&gt;
| character (from)&lt;br /&gt;
| character (to)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;82&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_speed SET_CHARACTERSPEED]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;83&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_random_value SET_RANDOM_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| from&lt;br /&gt;
| to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;84&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_on_scene_then IF_CHARACTER_ON_SCENE]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;85&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Chase_character FOLLOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: chase current character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: current character is chasing&lt;br /&gt;
| reach distance&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;86&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_chase STOP_FOLLOW]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;87&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_character STOP_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;88&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_walking_sound CHANGE_WALKINGSOUND]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;89&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_font_of_a_character CHANGE_FONT]&lt;br /&gt;
| font&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| interface to replace&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is replaced (only used if ActionPartAltLink is not set)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;92&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_language_is_current_language_then IF_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;94&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_cursor SET_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;95&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_command_is_current_command_then IF_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;98&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person HIDE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: show&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;99&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Save_object SAVE_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;100&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_command_on_saved_object EXEC_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;103&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_current_object..._then IF_CURRENT_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: not exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: scene object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;105&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_active.2Finactive_sprite SET_ACTIVE_SPRITE]&lt;br /&gt;
| button&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: inactive sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: active sprite&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;106&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Clear_saved_object CLEAR_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;107&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Skip_current_text SKIP_CURRENT_TEXT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;110&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_fade_effect_to_new_scene SET_FADE_EFFECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: no effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: fade in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: fade out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: fade in/out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: fade to new&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: shift left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: shift right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: tunnel effect&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;111&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_object_visibility FADE_OBJECT]&lt;br /&gt;
| object&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character (only used if ActionPartLink is not set)&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;114&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_light_map SET_LIGHTMAP]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| image file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;115&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_brightness SET_BRIGHTNESS]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| brightness: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;116&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_visibility FADE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;117&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_item SET_PICKUP_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: picked up item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: item for combined command&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;121&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Delete_savegame.2Fautosave DELETE_SAVEGAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: delete savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: delete autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 1)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;123&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_Savegame.2FAutosave_exists_then IF_SAVEGAME_EXISTS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&#039;0&#039;: test selected savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: test any savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: test autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 2)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;124&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_animation_index SET_CHARACTERANIM_INDEX]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| index&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;125&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished WAITON_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;126&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_HORIZONTAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| left border&lt;br /&gt;
| right border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;127&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_VERTICAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| upper border&lt;br /&gt;
| lower border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;130&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Keep_scene_in_memory KEEP_SCENE_IN_MEM]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: keep scene objects and characters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: keep scene objects&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: keep characters&lt;br /&gt;
| max. number of scene changes to keep sprites&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;131&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_and_speech_output SET_TEXT_OUTPUT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: text and speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: only speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: only text output&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;132&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_position SET_CHARACTER_TO_POSITION]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;133&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_way_system CHANGE_WAYSYSTEM]&lt;br /&gt;
| way system&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;134&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_first_animation_frame SET_FIRST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| first animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;135&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_last_animation_frame SET_LAST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| last animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;136&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_speed SET_TEXT_SPEED]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed in %&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;137&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_script CALL_SCRIPT]&lt;br /&gt;
| script&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| function name to call&lt;br /&gt;
|-&lt;br /&gt;
| &#039;138&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_script EXECUTE_SCRIPT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| script content&lt;br /&gt;
|-&lt;br /&gt;
| &#039;139&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_condition SET_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;140&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_condition IF_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;141&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_cursor SHOW_HIDE_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;142&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_interfaces SHOW_HIDE_INTERFACES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;143&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_stop_earthquake START_STOP_EARTHQUAKE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| force (in pixel)&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;144&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Begin_end_cutscene BEGIN_END_CUTSCENE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;145&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_bookmark LOAD_SAVE_BOOKMARK]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load bookmark&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save bookmark&lt;br /&gt;
| number of savegame: &#039;0&#039; - &#039;99&#039;&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;146&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_game LOAD_SAVE_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load game&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save game&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;147&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_general_volume SET_VOLUME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: music volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: speech volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;3&#039;: movie volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;4&#039;: global volume&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;148&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_exit_action CALL_EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: call action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: exit action&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;149&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_animation PRELOAD_UNLOAD_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;150&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Add_remove_item ADD_REMOVE_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: add item&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: remove item&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: do not scroll items&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: scroll items so that added item is visible (i.e. scroll to end of items because added item is at the end of item list)&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;151&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_next_previous_savegames SCROLL_SAVEGAMES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: next savegames&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: previous savegames&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;152&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_animation_position SET_ANIMATION_POSITION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;153&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_snoop_animations SHOW_HIDE_SNOOP_ANIMATIONS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;154&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_unload_character PRELOAD_UNLOAD_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload character&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;155&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_object_text SHOW_OBJECT_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: align text left&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: align text centered&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: align text right&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;156&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Hide_object_text HIDE_OBJECT_TEXT]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2196</id>
		<title>Actionparts Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2196"/>
		<updated>2013-04-02T13:25:07Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All available actionparts are listed here. Each actionpart is stored as one object in the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x#ActionPart ActionPart] table of the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x Visionaire Data Structure]. The &#039;constant number&#039; is the number which is stored in the field ActionPartCommand and defines the actionpart. Each actionpart can have a maximum of two links, three numbers and one file path. This document shows which fields are used for which actionpart. If there is a link to a scene or a character (in ActionPartLink or ActionPartAltLink) and the link is empty then the current scene/character is used.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Constant number/name&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartPath&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt2&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartString&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;5&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Else ELSE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;6&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#End_if ENDIF]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;10&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_scene CHANGE_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
direction (degrees) the character is looking on the new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character is looking in opposite direction of object&lt;br /&gt;
|-&lt;br /&gt;
| &#039;12&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character CHANGE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;1&#039;: fade into new scene, &#039;0&#039; no fade effect (if character is on another scene)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;13&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_dialog START_DIALOG]&lt;br /&gt;
| dialog&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;14&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_current_dialog STOP_DIALOG]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;16&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_current_action EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;19&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_animation SHOW_HIDE_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide animation&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: play animation in reverse direction&amp;lt;br&amp;gt;&lt;br /&gt;
else play in normal direction&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until animation is finished before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;22&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_animation_is_finished WAITON_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;23&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Display_text SHOW_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;24&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_sound PLAY_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;30&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Pause MAKE_PAUSE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| delay (msec)&lt;br /&gt;
| unit:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: milliseconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: seconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: minutes&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;31&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_object CHARACTER_GOTO]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches object before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;32&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_character_stops WAITON_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;45&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_command SET_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;46&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_scene SHOW_SCENE]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;47&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_position CHARACTER_GOTO_XY]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches position before processing next action part.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;48&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_object SCROLL_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;49&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_position SCROLL_SCENE_XY]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;50&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_an_object SET_CHARACTER_TO_OBJECT]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees) the character is looking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character looks in direction of object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;51&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_outfit_of_a_character CHANGE_OUTFIT]&lt;br /&gt;
| outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: unload animations of old outfit&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not unload animations of old outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;52&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_comment-set_of_a_character CHANGE_COMMENTSET]&lt;br /&gt;
| commentset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;53&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_language CHANGE_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;54&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person SHOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;55&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_game QUIT_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is shown/hidden (only used if ActionPartLink is not set)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;58&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Align_character ALIGN_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;59&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_background_music SET_MUSIC]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| music file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;60&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Center_scene_on_character_permanently SET_SCROLLCHARCTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: center character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not center character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;66&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_video PLAY_VIDEO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| movie file&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: play movie centered&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: scale movie to fullscreen&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: all sounds are paused and only continued after the action which started the video is interupted (finished or paused, etc.) -&amp;gt; if a new scene is shown immediately after the video the active sounds started before the video are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: pause all active sounds and continue them after video&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: stop all active sounds&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;69&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_value_then IF_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: ==&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: !=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: &amp;lt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: &amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: &amp;gt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: &amp;gt;&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;70&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_value SET_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: *=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: /=&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;71&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_speaker_text SHOW_TEXT_XY]&lt;br /&gt;
| text&lt;br /&gt;
| font&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;72&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_and_loop_sound_infinitely PLAY_LOOPED_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;73&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_currently_playing_sound STOP_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;77&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_settings_of_a_currently_playing_sound CHANGE_SOUND_SETTINGS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;78&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Jump_to_action_part GOTO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: jump relative&amp;lt;br&amp;gt;&lt;br /&gt;
else jump absolute&lt;br /&gt;
| jump to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;79&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_current_character_then IF_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;80&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Remove_all_items_from_inventory REMOVE_ALL_ITEMS_FROM_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;81&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Transfer_all_items_to_other_character GIVE_ALL_ITEMS_TO]&lt;br /&gt;
| character (from)&lt;br /&gt;
| character (to)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;82&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_speed SET_CHARACTERSPEED]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;83&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_random_value SET_RANDOM_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| from&lt;br /&gt;
| to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;84&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_on_scene_then IF_CHARACTER_ON_SCENE]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;85&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Chase_character FOLLOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: chase current character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: current character is chasing&lt;br /&gt;
| reach distance&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;86&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_chase STOP_FOLLOW]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;87&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_character STOP_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;88&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_walking_sound CHANGE_WALKINGSOUND]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;89&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_font_of_a_character CHANGE_FONT]&lt;br /&gt;
| font&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| interface to replace&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is replaced (only used if ActionPartAltLink is not set)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;92&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_language_is_current_language_then IF_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;94&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_cursor SET_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;95&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_command_is_current_command_then IF_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;98&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person HIDE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: show&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;99&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Save_object SAVE_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;100&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_command_on_saved_object EXEC_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;103&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_current_object..._then IF_CURRENT_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: not exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: scene object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;105&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_active.2Finactive_sprite SET_ACTIVE_SPRITE]&lt;br /&gt;
| button&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: inactive sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: active sprite&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;106&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Clear_saved_object CLEAR_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;107&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Skip_current_text SKIP_CURRENT_TEXT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;110&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_fade_effect_to_new_scene SET_FADE_EFFECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: no effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: fade in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: fade out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: fade in/out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: fade to new&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: shift left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: shift right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: tunnel effect&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;111&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_object_visibility FADE_OBJECT]&lt;br /&gt;
| object&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character (only used if ActionPartLink is not set)&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;114&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_light_map SET_LIGHTMAP]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| image file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;115&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_brightness SET_BRIGHTNESS]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| brightness: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;116&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_visibility FADE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;117&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_item SET_PICKUP_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: picked up item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: item for combined command&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;121&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Delete_savegame.2Fautosave DELETE_SAVEGAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: delete savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: delete autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 1)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;123&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_Savegame.2FAutosave_exists_then IF_SAVEGAME_EXISTS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&#039;0&#039;: test selected savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: test any savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: test autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 2)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;124&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_animation_index SET_CHARACTERANIM_INDEX]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| index&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;125&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished WAITON_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;126&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_HORIZONTAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| left border&lt;br /&gt;
| right border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;127&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_VERTICAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| upper border&lt;br /&gt;
| lower border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;130&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Keep_scene_in_memory KEEP_SCENE_IN_MEM]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: keep scene objects and characters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: keep scene objects&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: keep characters&lt;br /&gt;
| max. number of scene changes to keep sprites&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;131&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_and_speech_output SET_TEXT_OUTPUT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: text and speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: only speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: only text output&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;132&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_position SET_CHARACTER_TO_POSITION]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;133&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_way_system CHANGE_WAYSYSTEM]&lt;br /&gt;
| way system&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;134&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_first_animation_frame SET_FIRST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| first animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;135&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_last_animation_frame SET_LAST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| last animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;136&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_speed SET_TEXT_SPEED]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed in %&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;137&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_script CALL_SCRIPT]&lt;br /&gt;
| script&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| function name to call&lt;br /&gt;
|-&lt;br /&gt;
| &#039;138&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_script EXECUTE_SCRIPT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| script content&lt;br /&gt;
|-&lt;br /&gt;
| &#039;139&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_condition SET_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;140&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_condition IF_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;141&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_cursor SHOW_HIDE_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;142&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_interfaces SHOW_HIDE_INTERFACES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;143&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_stop_earthquake START_STOP_EARTHQUAKE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| force (in pixel)&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;144&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Begin_end_cutscene BEGIN_END_CUTSCENE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;145&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_bookmark LOAD_SAVE_BOOKMARK]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load bookmark&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save bookmark&lt;br /&gt;
| number of savegame: &#039;0&#039; - &#039;99&#039;&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;146&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_game LOAD_SAVE_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load game&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save game&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;147&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_general_volume SET_VOLUME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: music volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: speech volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;3&#039;: movie volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;4&#039;: global volume&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;148&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_exit_action CALL_EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: call action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: exit action&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;149&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_animation PRELOAD_UNLOAD_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;150&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Add_remove_item ADD_REMOVE_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: add item&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: remove item&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: do not scroll items&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: scroll items so that added item is visible (i.e. scroll to end of items because added item is at the end of item list)&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;151&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_next_previous_savegames SCROLL_SAVEGAMES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: next savegames&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: previous savegames&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;152&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_animation_position SET_ANIMATION_POSITION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;153&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_snoop_animations SHOW_HIDE_SNOOP_ANIMATIONS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;154&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_unload_character PRELOAD_UNLOAD_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload character&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;155&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_object_text SHOW_OBJECT_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: align text left&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: align text centered&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: align text right&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;156&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_snoop_animations SHOW_HIDE_SNOOP_ANIMATIONS]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2195</id>
		<title>Actionparts Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2195"/>
		<updated>2012-10-09T14:33:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All available actionparts are listed here. Each actionpart is stored as one object in the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x#ActionPart ActionPart] table of the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x Visionaire Data Structure]. The &#039;constant number&#039; is the number which is stored in the field ActionPartCommand and defines the actionpart. Each actionpart can have a maximum of two links, three numbers and one file path. This document shows which fields are used for which actionpart. If there is a link to a scene or a character (in ActionPartLink or ActionPartAltLink) and the link is empty then the current scene/character is used.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Constant number/name&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartPath&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt2&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartString&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;5&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Else ELSE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;6&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#End_if ENDIF]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;10&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_scene CHANGE_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
direction (degrees) the character is looking on the new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character is looking in opposite direction of object&lt;br /&gt;
|-&lt;br /&gt;
| &#039;12&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character CHANGE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;1&#039;: fade into new scene, &#039;0&#039; no fade effect (if character is on another scene)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;13&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_dialog START_DIALOG]&lt;br /&gt;
| dialog&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;14&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_current_dialog STOP_DIALOG]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;16&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_current_action EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;19&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_animation SHOW_HIDE_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide animation&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: play animation in reverse direction&amp;lt;br&amp;gt;&lt;br /&gt;
else play in normal direction&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until animation is finished before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;22&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_animation_is_finished WAITON_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;23&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Display_text SHOW_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;24&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_sound PLAY_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;30&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Pause MAKE_PAUSE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| delay (msec)&lt;br /&gt;
| unit:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: milliseconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: seconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: minutes&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;31&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_object CHARACTER_GOTO]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches object before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;32&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_character_stops WAITON_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;45&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_command SET_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;46&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_scene SHOW_SCENE]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;47&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_position CHARACTER_GOTO_XY]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches position before processing next action part.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;48&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_object SCROLL_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;49&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_position SCROLL_SCENE_XY]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;50&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_an_object SET_CHARACTER_TO_OBJECT]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees) the character is looking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character looks in direction of object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;51&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_outfit_of_a_character CHANGE_OUTFIT]&lt;br /&gt;
| outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: unload animations of old outfit&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not unload animations of old outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;52&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_comment-set_of_a_character CHANGE_COMMENTSET]&lt;br /&gt;
| commentset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;53&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_language CHANGE_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;54&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person SHOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;55&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_game QUIT_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is shown/hidden (only used if ActionPartLink is not set)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;58&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Align_character ALIGN_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;59&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_background_music SET_MUSIC]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| music file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;60&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Center_scene_on_character_permanently SET_SCROLLCHARCTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: center character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not center character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;66&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_video PLAY_VIDEO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| movie file&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: play movie centered&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: scale movie to fullscreen&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: all sounds are paused and only continued after the action which started the video is interupted (finished or paused, etc.) -&amp;gt; if a new scene is shown immediately after the video the active sounds started before the video are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: pause all active sounds and continue them after video&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: stop all active sounds&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;69&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_value_then IF_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: ==&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: !=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: &amp;lt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: &amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: &amp;gt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: &amp;gt;&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;70&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_value SET_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: *=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: /=&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;71&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_speaker_text SHOW_TEXT_XY]&lt;br /&gt;
| text&lt;br /&gt;
| font&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;72&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_and_loop_sound_infinitely PLAY_LOOPED_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;73&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_currently_playing_sound STOP_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;77&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_settings_of_a_currently_playing_sound CHANGE_SOUND_SETTINGS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;78&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Jump_to_action_part GOTO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: jump relative&amp;lt;br&amp;gt;&lt;br /&gt;
else jump absolute&lt;br /&gt;
| jump to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;79&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_current_character_then IF_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;80&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Remove_all_items_from_inventory REMOVE_ALL_ITEMS_FROM_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;81&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Transfer_all_items_to_other_character GIVE_ALL_ITEMS_TO]&lt;br /&gt;
| character (from)&lt;br /&gt;
| character (to)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;82&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_speed SET_CHARACTERSPEED]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;83&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_random_value SET_RANDOM_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| from&lt;br /&gt;
| to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;84&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_on_scene_then IF_CHARACTER_ON_SCENE]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;85&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Chase_character FOLLOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: chase current character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: current character is chasing&lt;br /&gt;
| reach distance&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;86&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_chase STOP_FOLLOW]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;87&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_character STOP_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;88&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_walking_sound CHANGE_WALKINGSOUND]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;89&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_font_of_a_character CHANGE_FONT]&lt;br /&gt;
| font&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| interface to replace&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is replaced (only used if ActionPartAltLink is not set)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;92&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_language_is_current_language_then IF_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;94&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_cursor SET_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;95&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_command_is_current_command_then IF_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;98&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person HIDE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: show&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;99&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Save_object SAVE_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;100&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_command_on_saved_object EXEC_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;103&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_current_object..._then IF_CURRENT_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: not exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: scene object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;105&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_active.2Finactive_sprite SET_ACTIVE_SPRITE]&lt;br /&gt;
| button&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: inactive sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: active sprite&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;106&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Clear_saved_object CLEAR_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;107&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Skip_current_text SKIP_CURRENT_TEXT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;110&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_fade_effect_to_new_scene SET_FADE_EFFECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: no effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: fade in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: fade out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: fade in/out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: fade to new&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: shift left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: shift right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: tunnel effect&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;111&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_object_visibility FADE_OBJECT]&lt;br /&gt;
| object&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character (only used if ActionPartLink is not set)&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;114&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_light_map SET_LIGHTMAP]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| image file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;115&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_brightness SET_BRIGHTNESS]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| brightness: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;116&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_visibility FADE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;117&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_item SET_PICKUP_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: picked up item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: item for combined command&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;121&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Delete_savegame.2Fautosave DELETE_SAVEGAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: delete savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: delete autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 1)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;123&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_Savegame.2FAutosave_exists_then IF_SAVEGAME_EXISTS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&#039;0&#039;: test selected savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: test any savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: test autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 2)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;124&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_animation_index SET_CHARACTERANIM_INDEX]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| index&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;125&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished WAITON_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;126&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_HORIZONTAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| left border&lt;br /&gt;
| right border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;127&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_VERTICAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| upper border&lt;br /&gt;
| lower border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;130&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Keep_scene_in_memory KEEP_SCENE_IN_MEM]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: keep scene objects and characters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: keep scene objects&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: keep characters&lt;br /&gt;
| max. number of scene changes to keep sprites&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;131&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_and_speech_output SET_TEXT_OUTPUT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: text and speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: only speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: only text output&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;132&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_position SET_CHARACTER_TO_POSITION]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;133&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_way_system CHANGE_WAYSYSTEM]&lt;br /&gt;
| way system&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;134&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_first_animation_frame SET_FIRST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| first animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;135&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_last_animation_frame SET_LAST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| last animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;136&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_speed SET_TEXT_SPEED]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed in %&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;137&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_script CALL_SCRIPT]&lt;br /&gt;
| script&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| function name to call&lt;br /&gt;
|-&lt;br /&gt;
| &#039;138&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_script EXECUTE_SCRIPT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| script content&lt;br /&gt;
|-&lt;br /&gt;
| &#039;139&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_condition SET_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;140&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_condition IF_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;141&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_cursor SHOW_HIDE_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;142&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_interfaces SHOW_HIDE_INTERFACES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;143&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_stop_earthquake START_STOP_EARTHQUAKE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| force (in pixel)&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;144&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Begin_end_cutscene BEGIN_END_CUTSCENE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;145&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_bookmark LOAD_SAVE_BOOKMARK]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load bookmark&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save bookmark&lt;br /&gt;
| number of savegame: &#039;0&#039; - &#039;99&#039;&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;146&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_game LOAD_SAVE_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load game&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save game&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;147&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_general_volume SET_VOLUME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: music volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: speech volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;3&#039;: movie volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;4&#039;: global volume&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;148&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_exit_action CALL_EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: call action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: exit action&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;149&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_animation PRELOAD_UNLOAD_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;150&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Add_remove_item ADD_REMOVE_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: add item&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: remove item&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: do not scroll items&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: scroll items so that added item is visible (i.e. scroll to end of items because added item is at the end of item list)&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;151&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_next_previous_savegames SCROLL_SAVEGAMES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: next savegames&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: previous savegames&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;152&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_animation_position SET_ANIMATION_POSITION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;153&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_snoop_animations SHOW_HIDE_SNOOP_ANIMATIONS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;154&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_unload_character PRELOAD_UNLOAD_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload character&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Video_encoding&amp;diff=2194</id>
		<title>Video encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Video_encoding&amp;diff=2194"/>
		<updated>2012-09-06T23:06:29Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Tools you need */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since Visionaire Studio 3.7 we support matroska (mkv) videos with subtitles.&lt;br /&gt;
&lt;br /&gt;
We recommed google&#039;s free VP8 video codec with ogg/vorbis audio for the mkv container. This codec has a very good quality which is similar to H.264 and does not have any license fees.&lt;br /&gt;
&lt;br /&gt;
==Tools you need==&lt;br /&gt;
* video encoder: we recommed ffmpeg because it can read many formats and convert it with excellent quality.&lt;br /&gt;
* subtitle editor for the format: Advanced Substation Alpha (ASS) / encoded File Encoding = UTF8&lt;br /&gt;
* mkv editor like MKVToolNix&lt;br /&gt;
&lt;br /&gt;
== Some good result settings ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;You can experiment with the bitrate and quality yourself but keep in mind: Higher Bitrates and Quality = higher CPU usage&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;MKV _512Kbps_288p&#039;&#039;&#039;		&#039;&#039;Matroska video for progressive download on average 3g network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 400 Kbps	-	2 Pass VBR	-	512x288 pixels&lt;br /&gt;
::Vorbis	-	64Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_768Kbps_360p&#039;&#039;&#039;		&#039;&#039;Matroska video for progressive download on fast 3g network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 600 Kbps	-	2 Pass VBR	-	480x360 pixels&lt;br /&gt;
::Vorbis	-	96Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_1200Kbps_480p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on fast Wi-Fi network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 990 Kbps	-	2 Pass VBR	-	852x480 pixels&lt;br /&gt;
::Vorbis	-	128Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_2000Kbps_720p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on slow broadband network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 1800 Kbps	-	2 Pass VBR	-	1280x720 pixels&lt;br /&gt;
::Vorbis	-	160Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_3000Kbps_720p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on average broadband network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 2800 Kbps	-	2 Pass VBR	-	1280x720 pixels&lt;br /&gt;
::Vorbis	-	160Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_5000Kbps_1080p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on average broadband network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 5000 Kbps	-	2 Pass VBR	-	1920x1080 pixels&lt;br /&gt;
::Vorbis	-	160Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
== Encoding example ==&lt;br /&gt;
In this example you will learn how to encode your movies with ffmpeg manually to create an Video:&lt;br /&gt;
* based on the MKV_3000Kbps_720p quality result settings (720p widescreen)&lt;br /&gt;
* which uses the VP8 codec for video&lt;br /&gt;
* which uses the libvorbis codec for audio&lt;br /&gt;
* which is 2-pass-VBR encoded&lt;br /&gt;
* which was 16:9 (Widescreen)&lt;br /&gt;
&lt;br /&gt;
For an 2-pass-VBR encoding we need to execute the same command 2 times, with nothing changed except the flag -pass (1 and 2).&lt;br /&gt;
The first pass writes a logfile but no OUTPUT.WEBM video.&lt;br /&gt;
The second pass creates the video from the Logfile which was be written by the flag -passlogfile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Pass:&#039;&#039;&#039;&lt;br /&gt;
 ./ffmpeg -i YOURVIDEO.RAW -c:a libvorbis -b:a 160k -aq 9 -strict experimental -async 1 -c:v libvpx -b:v 2800k -bt 234k -r 25 -s 1280x720 -aspect 16:9 -trellis 0 -me_range 16 -i_qfactor 0.71 -b_strategy 1 -qmin 3 -qmax 51 -qdiff 4 -sc_threshold 40 -sn -pass 1 -passlogfile ./pass -threads 2 -y OUTPUT.WEBM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Pass:&#039;&#039;&#039;&lt;br /&gt;
 ./ffmpeg -i YOURVIDEO.RAW -c:a libvorbis -b:a 160k -aq 9 -strict experimental -async 1 -c:v libvpx -b:v 2800k -bt 234k -r 25 -s 1280x720 -aspect 16:9 -trellis 0 -me_range 16 -i_qfactor 0.71 -b_strategy 1 -qmin 3 -qmax 51 -qdiff 4 -sc_threshold 40 -sn -pass 2 -passlogfile ./pass -threads 2 -y OUTPUT.WEBM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WebSites ==&lt;br /&gt;
* [http://ffmpeg.zeranoe.com/builds/ FFmpeg] (english) – Windows Builds&lt;br /&gt;
* [http://www.evermeet.cx/ffmpeg/ FFmpeg] (english) – Macintosh Builds&lt;br /&gt;
* [http://www.bunkus.org/videotools/mkvtoolnix/downloads.html MKVToolNix] (english) - All Platforms&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Video_encoding&amp;diff=2193</id>
		<title>Video encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Video_encoding&amp;diff=2193"/>
		<updated>2012-09-06T23:05:55Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since Visionaire Studio 3.7 we support matroska (mkv) videos with subtitles.&lt;br /&gt;
&lt;br /&gt;
We recommed google&#039;s free VP8 video codec with ogg/vorbis audio for the mkv container. This codec has a very good quality which is similar to H.264 and does not have any license fees.&lt;br /&gt;
&lt;br /&gt;
==Tools you need==&lt;br /&gt;
* an video encoder: we recommed ffmpeg because it can read many formats and convert it with excellent quality.&lt;br /&gt;
* a subtitle editor for the format: Advanced Substation Alpha (ASS) / encoded File Encoding = UTF8&lt;br /&gt;
* an mkv editor like MKVToolNix&lt;br /&gt;
&lt;br /&gt;
== Some good result settings ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;You can experiment with the bitrate and quality yourself but keep in mind: Higher Bitrates and Quality = higher CPU usage&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;MKV _512Kbps_288p&#039;&#039;&#039;		&#039;&#039;Matroska video for progressive download on average 3g network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 400 Kbps	-	2 Pass VBR	-	512x288 pixels&lt;br /&gt;
::Vorbis	-	64Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_768Kbps_360p&#039;&#039;&#039;		&#039;&#039;Matroska video for progressive download on fast 3g network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 600 Kbps	-	2 Pass VBR	-	480x360 pixels&lt;br /&gt;
::Vorbis	-	96Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_1200Kbps_480p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on fast Wi-Fi network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 990 Kbps	-	2 Pass VBR	-	852x480 pixels&lt;br /&gt;
::Vorbis	-	128Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_2000Kbps_720p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on slow broadband network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 1800 Kbps	-	2 Pass VBR	-	1280x720 pixels&lt;br /&gt;
::Vorbis	-	160Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_3000Kbps_720p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on average broadband network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 2800 Kbps	-	2 Pass VBR	-	1280x720 pixels&lt;br /&gt;
::Vorbis	-	160Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MKV_5000Kbps_1080p&#039;&#039;&#039;	&#039;&#039;Matroska video for progressive download on average broadband network connections.&#039;&#039;&lt;br /&gt;
::VP8		-	DataRate: 5000 Kbps	-	2 Pass VBR	-	1920x1080 pixels&lt;br /&gt;
::Vorbis	-	160Kbps				-	44100Hz		-	Stereo			-	Sample Size: 16&lt;br /&gt;
&lt;br /&gt;
== Encoding example ==&lt;br /&gt;
In this example you will learn how to encode your movies with ffmpeg manually to create an Video:&lt;br /&gt;
* based on the MKV_3000Kbps_720p quality result settings (720p widescreen)&lt;br /&gt;
* which uses the VP8 codec for video&lt;br /&gt;
* which uses the libvorbis codec for audio&lt;br /&gt;
* which is 2-pass-VBR encoded&lt;br /&gt;
* which was 16:9 (Widescreen)&lt;br /&gt;
&lt;br /&gt;
For an 2-pass-VBR encoding we need to execute the same command 2 times, with nothing changed except the flag -pass (1 and 2).&lt;br /&gt;
The first pass writes a logfile but no OUTPUT.WEBM video.&lt;br /&gt;
The second pass creates the video from the Logfile which was be written by the flag -passlogfile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Pass:&#039;&#039;&#039;&lt;br /&gt;
 ./ffmpeg -i YOURVIDEO.RAW -c:a libvorbis -b:a 160k -aq 9 -strict experimental -async 1 -c:v libvpx -b:v 2800k -bt 234k -r 25 -s 1280x720 -aspect 16:9 -trellis 0 -me_range 16 -i_qfactor 0.71 -b_strategy 1 -qmin 3 -qmax 51 -qdiff 4 -sc_threshold 40 -sn -pass 1 -passlogfile ./pass -threads 2 -y OUTPUT.WEBM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Pass:&#039;&#039;&#039;&lt;br /&gt;
 ./ffmpeg -i YOURVIDEO.RAW -c:a libvorbis -b:a 160k -aq 9 -strict experimental -async 1 -c:v libvpx -b:v 2800k -bt 234k -r 25 -s 1280x720 -aspect 16:9 -trellis 0 -me_range 16 -i_qfactor 0.71 -b_strategy 1 -qmin 3 -qmax 51 -qdiff 4 -sc_threshold 40 -sn -pass 2 -passlogfile ./pass -threads 2 -y OUTPUT.WEBM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WebSites ==&lt;br /&gt;
* [http://ffmpeg.zeranoe.com/builds/ FFmpeg] (english) – Windows Builds&lt;br /&gt;
* [http://www.evermeet.cx/ffmpeg/ FFmpeg] (english) – Macintosh Builds&lt;br /&gt;
* [http://www.bunkus.org/videotools/mkvtoolnix/downloads.html MKVToolNix] (english) - All Platforms&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
</feed>